Bestiary: Difference between revisions

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{{:Bestiary 19}}
{{:Bestiary 19}}


===CR 20===
{{:Bestiary 20}}
{{BestiaryTableHeader}}
 
{{BestiaryTableAid|CR 20 Blueprint}}
|-
| align="left" | Aboleth Ooze Lord || || 20 || || Aberration
|-
| align="left" | Anopheles Stirge Swarm || || 20 || || Swarm, Vermin
|-
| align="left" | Athach Shitkicker || || 20 || Threat || Monstrous Humanoid
|-
| align="left" | Atrophying Xill || || 20 || || Outsider
|-
| align="left" | Bone Devil || || 20 || || Outsider, Devil
|-
| align="left" | Boreal Wolf || || 20 || Sneak || Outsider
|-
| align="left" | Cloud Giant || || 20 || Killer || Monstrous Humanoid
|-
| align="left" | Colossal Medusa || || 20 || Legend || Monstrous Humanoid
|-
| align="left" | Deathknight || || 20 || Shooter || Undead, Skeleton
|-
| align="left" | Delirious Maenad || || 20 || || Humanoid
|-
| align="left" | Dromite Precursor || || 20 || || Vermin
|-
| align="left" | Drow Matriarch || || 20 || Leader || Fey
|-
| align="left" | Ellour || || 20 || || Aberration
|-
| align="left" | Ettin Mastermind || || 20 || Leader || Monstrous Humanoid
|-
| align="left" | Fast Zombie Parts || || 20 || Minion || Undead
|-
| align="left" | Fire Giant Bruinmaster || || 20 || || Monstrous Humanoid
|-
| align="left" | Forest Giant Tree Tamer || || 20 || || Monstrous Humanoid
|-
| align="left" | Frost Giant Scald || || 20 || Leader || Monstrous Humanoid
|-
| align="left" |        Gargant Winged Queen ||     || 20 ||              || Vermin
|-
| align="left" | Gargantuan Gruesome Centipede || || 20 || Heavy || Vermin
|-
| align="left" | Giant Invincible Wolverine || || 20 || Heavy || Animal, Monstrosity
|-
| align="left" |        Great Fey Stag ||         || 20 ||    Legend    || Animal, Fey
|-
| align="left" | Hadal Kelpie || || 20 || || Fey, Elf
|-
| align="left" | Intellect Devourer Insinuator || || 20 || || Aberration
|-
| align="left" |        Lady-o'-Rags || || 20 || || Construct, Prodigy, Tattered
|-
| align="left" | Lofty Crown Treant || || 20 || Legend || Plant, Monstrosity
|-
| align="left" | Lustrous Astral Construct || || 20 || || Construct, Prodigy, Outsider
|-
| align="left" | Marred Rat Swarm || || 19 || || Monstrosity, Disease, Vermin
|-
| align="left" | Mithril Golem || || 20 || Killer || Construct
|-
| align="left" | Mordant Caustic Walker || || 20 || || Magical Beast (Digester)
|-
| align="left" | Nalfeshnee || || 20 || || Outsider, Demon
|-
| align="left" | Phthisic || || 20 || || Protean
|-
| align="left" | Rakshasa Agha || || 20 || || Outsider, Native
|-
| align="left" | Savage Blue Dragon || || 20 || Villain || Dragon
|-
| align="left" | Shadow Manifestation || || 20 || || Troop, Undead, Incorporeal
|-
| align="left" | Shocking Behir || || 20 || || Magical Beast
|-
| align="left" | Sigma Strain Zombie Beast || || 20 || || Undead
|-
| align="left" | Spectre || || 20 || || Undead, Incorporeal
|-
| align="left" | [[Stone Giant Ordinate]] || || 20 || Sneak || Humanoid, Giant
|-
| align="left" | Stygian Wraith || || 20 || || Undead, Incorporeal
 
{{BestiaryTableAid|Summoned Monster CR 20}}
 
|-
| align="left" | Terrible Air Elemental || || 20 || || Outsider
|-
| align="left" | Terrible Black Dragon || || 20 || Threat || Dragon
|-
| align="left" | Terrible Earth Elemental || || 20 || || Outsider
|-
| align="left" | Terrible Fire Elemental || || 20 || || Outsider
|-
| align="left" | Terrible Water Elemental || || 20 || || Outsider
|-
| align="left" | Tusker || || 20 ||  || Animal, Monstrosity, Boar
|-
| align="left" | Twitching Zombie || || 20 || Killer || Undead
|-
| align="left" | Tyrian Worm || || 20 || Heavy || Magical Beast
|-
| align="left" | Vampire Trueblood || || 20 || || Undead
|-
| align="left" | Wight Brute || || 20 || Killer || Undead
|-
| align="left" | Wild Stranger || || 20 || || Fey, Elf
|-
| align="left" | Xeph Holdfast || || 20 || || Outsider
|}


===CR 21===
===CR 21===

Revision as of 17:56, 7 September 2019


{{Monster-Basic-Lore|{{#explode:{{PAGENAME}}|(|0}}}}

CR

CR 1 CR 2 CR 3 CR 4 CR 5 CR 6 CR 7 CR 8 CR 9 CR 10
CR 11 CR 12 CR 13 CR 14 CR 15 CR 16 CR 17 CR 18 CR 19 CR 20
CR 21 CR 22 CR 23 CR 24 CR 25 CR 26 CR 27 CR 28 CR 29 CR 30
CR 31 CR 32 CR 33 CR 34 CR 35 CR 36 CR 37 CR 38 CR 39 CR 40

Bestiary 1

Bestiary 2

Bestiary 3

Bestiary 4

Bestiary 5

Bestiary 6

Bestiary 7

Bestiary 8

Bestiary 9

Bestiary 10

Bestiary 11

Bestiary 12

Bestiary 13

Bestiary 14

Bestiary 15

Bestiary 16

Bestiary 17

Bestiary 18

Bestiary 19

Bestiary 20

CR 21

Creature Name CR Role Type
CR 21 Blueprint Lore CR 21 Blueprint CR 21 Blueprint CR 21 Blueprint
Bahairim Pain Collector 21 Heavy Aberration, Construct, Devil, Prodigy
Bloat Zombie 21 Undead
Bringer of Blasphemies 21 Threat Undead, Mummy
Calliopid Nymph 21 Fey
Capricious Chaos Beast 21 Tank Outsider
Caustic Green Slime, Caustic 21 Ooze
Common Force Dragon 21 Villain Dragon, Outsider
Conqueror Skeleton 21 Undead
Drider Epitome 21 Heavy Aberration
Dromite Ranger 21 Vermin
Drow Duelist 21 Fey
Engorged Zombie Parts 21 Minion Undead
Fire Giant Champion 21 Heavy Monstrous Humanoid
Forest Giant Matriarch 21 Monstrous Humanoid
Frostblight Wendigo 21 Protean
Fulgid Locathah 21 Outsider
Gargantuan Animated Object 21 Legend Construct
Gargoyle, Enduring 21 Monstrous Humanoid
Glabrezu 21 Outsider, Demon
Glacierborn Frost Giant 21 Heavy Monstrous Humanoid
Gromp 21 Aberration
Hill Titan 21 Monstrous Humanoid
Hybernal Wolf 21 Outsider
Ice Devil 21 Outsider, Devil
Imperious White Wyrm 21 Threat Dragon
Incomplete Vermiurge 21 Construct, Prodigy
Jann Caliche 21 Outsider
Mangy Varmint 21 Aberration, Disease, Vermin
Mu Spore 21 Legend Plant
Phasm 21 Aberration
Plains-Ghost 21 Legend Magical Beast, Great Cat
Pyrophoric Hydra 21 Shooter Magical Beast
Ripping Turtle 21 Animal, Monstrosity
Rusted Anaxim 21 Construct, Prodigy, Outsider
Sable Dragloth 21 Aberration, Dragon
Sahuagin Visionary 21 Aberration
Savage Mammoth 21 Animal, Monstrosity
Savage Red Dragon 21 Villain Dragon
Savage Tyrannosaurus 21 Animal
Somber Crool Neophyte 21 Humanoid
Souterraine Strangler 21 Magical Beast
Stilletto Scorpion 21 Vermin
Stone Chimney Golem 21 Heavy Construct
Storm Giant Squall 21 Monstrous Humanoid
Summoned Monster CR 21 Lore

Summoned Monster  (CR )

Alignment: As Caster – Size: Medium – Type: Outsider

Perception:
-1 -11
Passive Active
Creature Health
0 0 0
Hit Points Bloodied Hit Dice
Saving Throws
Fort: 0
Refl: -5
Will: -5

Senses:

Movement Types:

  • Walk 30 ft.
  • additional move types per summon spell

Skills:

  • All skills: +-11

Feats:

  • none

Languages:

  • Able to understand, but not speak, one language the summoner knows at the Native fluency.


Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+0
Sword Icon 3.png
Man Off
-12
Sword Icon 3.png
AC
Shield Icon 3.png
0
Man Def
Shield Icon 3.png
0

Standard Attack (Melee):

Full Attack (Melee):

Standard Attack (Ranged):

  • none

Full Attack (Ranged):

  • none

Special Abilities

Obedient (Ex) Always On
A Summoned Monster always looks to its summoner for direction. As a result of this obedience, a summoned monster only has one standard action per round, but, its summoner may always 'gift' it one of either a Standard, Move, or Swift action, at the expense of giving up their own Standard, Move, or Swift action (respectively) in return. A Summoned Monster may trade down its own Standard action for a Move action or a Swift action as normal, and indeed, this is how a Summoned Monster usually takes move actions.

A Summoned Monster may take a 5-Foot Step in any round in which it does not use a Move Action to move.

A Summoned Monster has no sense of self preservation, existing only to help their summoner. As a result, they will take actions that are harmful to them, such as triggering traps, moving to provoke attacks of opportunity, or leaping into bottomless pits of doom, without hesitation.

Summoned Strike (Ex) Standard Action
Once per round as a standard action, a Summoned Monster may perform a Summoned Strike. This is a melee attack which never provokes attacks of opportunity. (The exact details and special effects of the attack are left to the player and referee to work out, but it should be a thematic 'fit' with the creature's appearance.) Summoned Strike cannot be used as a ranged attack, unless the summoner has some means of altering the power to do so.

Summoned Strike affects a single enemy creature, hits automatically, and inflicts 0 points of bludgeoning (physical, common) damage per attack. Affected creatures are allowed to make a Fort save against a DC of 0 to take half damage.

Be sure to stand in the right place...

Summoned Monster (CR )

A Summoned Monster is an ally creature created, or summoned, or coerced, into existence when a Summon Monster spell (and all related summoning abilities) are used. A Summoned Monster can have nearly any appearance, as the summoning creature (player) is allowed to define what their preferred ally looks like, how it acts, and how it comports itself.

Some summoned monsters may look like swarms of insects, forest creatures, or even trees and bushes. Others look like noble stags, moose, or other sylvan creatures. Yet others look like fanciful silver-frosted great wolves, or ghostly tigers, red-eyed bulls, or terrifying eagles of ice. Summoned monsters can look like mundane monsters, such as standard-seeming orcs, obedient goblins, or helpful ogres. Yet others look like glowing outlines of celestial beings, inky blots of smoky darkness, gold-plated statues, animated chairs, masses of tentacles, rolling wheels full of eyes, scarecrows, or any of a thousand other forms.

In general, the player and the referee should decide together on the summoned creature's appearance. If the player wants to have a 'signature' creature that they always summon, that is perfectly allowed, or they can allow the GM to assign the appearance of the summoned monster every time it shows up. In all cases, no matter the appearance, a summoned monster ALWAYS has ONLY the powers and abilities ascribed to it by the write-up below. Summoning a Roc does not mean the creature is vast and able to fly, unless the summoner has some way of giving the creature those characteristics. Mechanically, every summoned monster has access to the same attacks and abilities. Without using feats or other modifiers, all summoned monsters of a given CR, no matter their appearance, have the same combat efficacy.

Combat Tactics

Summoned Monsters always act as faithful allies of their Summoner, and if not actively directed, will always work for the best interests of their Summoner, based upon their (possibly limited) information about what their Summoner needs. They will typically move into combat fearlessly, provoking attacks of opportunity and working to set up flanks, or block attackers from moving freely. As a free action, their summoner may direct them in what they should do.

If they cannot reach melee in a single move, they will usually charge the nearest foe, or convert their standard action to a move action to move in (if they cannot perform a charge) to interpose themselves between their summoner and danger.

Out of Combat

Summoned Monsters typically do not exist outside of combat, but if abilities are used to make them do so, they are friendly, helpful, but essentially mute. Even if they do possess useful knowledge or information, they typically cannot speak so they are unable to impart it. They only exist to aid their summoner in battle.

Rewards

This creature does not award any experience points (XP) or treasure when defeated.

Summoned Monster  (CR )

Alignment: As Caster – Size: Medium – Type: Outsider

Perception:
-1 -11
Passive Active
Creature Health
0 0 0
Hit Points Bloodied Hit Dice
Saving Throws
Fort: 0
Refl: -5
Will: -5

Senses:

Movement Types:

  • Walk 30 ft.
  • additional move types per summon spell

Skills:

  • All skills: +-11

Feats:

  • none

Languages:

  • Able to understand, but not speak, one language the summoner knows at the Native fluency.


Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+0
Sword Icon 3.png
Man Off
-12
Sword Icon 3.png
AC
Shield Icon 3.png
0
Man Def
Shield Icon 3.png
0

Standard Attack (Melee):

Full Attack (Melee):

Standard Attack (Ranged):

  • none

Full Attack (Ranged):

  • none

Special Abilities

Obedient (Ex) Always On
A Summoned Monster always looks to its summoner for direction. As a result of this obedience, a summoned monster only has one standard action per round, but, its summoner may always 'gift' it one of either a Standard, Move, or Swift action, at the expense of giving up their own Standard, Move, or Swift action (respectively) in return. A Summoned Monster may trade down its own Standard action for a Move action or a Swift action as normal, and indeed, this is how a Summoned Monster usually takes move actions.

A Summoned Monster may take a 5-Foot Step in any round in which it does not use a Move Action to move.

A Summoned Monster has no sense of self preservation, existing only to help their summoner. As a result, they will take actions that are harmful to them, such as triggering traps, moving to provoke attacks of opportunity, or leaping into bottomless pits of doom, without hesitation.

Summoned Strike (Ex) Standard Action
Once per round as a standard action, a Summoned Monster may perform a Summoned Strike. This is a melee attack which never provokes attacks of opportunity. (The exact details and special effects of the attack are left to the player and referee to work out, but it should be a thematic 'fit' with the creature's appearance.) Summoned Strike cannot be used as a ranged attack, unless the summoner has some means of altering the power to do so.

Summoned Strike affects a single enemy creature, hits automatically, and inflicts 0 points of bludgeoning (physical, common) damage per attack. Affected creatures are allowed to make a Fort save against a DC of 0 to take half damage.

Be sure to stand in the right place...

Summoned Monster (CR )

A Summoned Monster is an ally creature created, or summoned, or coerced, into existence when a Summon Monster spell (and all related summoning abilities) are used. A Summoned Monster can have nearly any appearance, as the summoning creature (player) is allowed to define what their preferred ally looks like, how it acts, and how it comports itself.

Some summoned monsters may look like swarms of insects, forest creatures, or even trees and bushes. Others look like noble stags, moose, or other sylvan creatures. Yet others look like fanciful silver-frosted great wolves, or ghostly tigers, red-eyed bulls, or terrifying eagles of ice. Summoned monsters can look like mundane monsters, such as standard-seeming orcs, obedient goblins, or helpful ogres. Yet others look like glowing outlines of celestial beings, inky blots of smoky darkness, gold-plated statues, animated chairs, masses of tentacles, rolling wheels full of eyes, scarecrows, or any of a thousand other forms.

In general, the player and the referee should decide together on the summoned creature's appearance. If the player wants to have a 'signature' creature that they always summon, that is perfectly allowed, or they can allow the GM to assign the appearance of the summoned monster every time it shows up. In all cases, no matter the appearance, a summoned monster ALWAYS has ONLY the powers and abilities ascribed to it by the write-up below. Summoning a Roc does not mean the creature is vast and able to fly, unless the summoner has some way of giving the creature those characteristics. Mechanically, every summoned monster has access to the same attacks and abilities. Without using feats or other modifiers, all summoned monsters of a given CR, no matter their appearance, have the same combat efficacy.

Combat Tactics

Summoned Monsters always act as faithful allies of their Summoner, and if not actively directed, will always work for the best interests of their Summoner, based upon their (possibly limited) information about what their Summoner needs. They will typically move into combat fearlessly, provoking attacks of opportunity and working to set up flanks, or block attackers from moving freely. As a free action, their summoner may direct them in what they should do.

If they cannot reach melee in a single move, they will usually charge the nearest foe, or convert their standard action to a move action to move in (if they cannot perform a charge) to interpose themselves between their summoner and danger.

Out of Combat

Summoned Monsters typically do not exist outside of combat, but if abilities are used to make them do so, they are friendly, helpful, but essentially mute. Even if they do possess useful knowledge or information, they typically cannot speak so they are unable to impart it. They only exist to aid their summoner in battle.

Rewards

This creature does not award any experience points (XP) or treasure when defeated.

Summoned Monster  (CR )

Alignment: As Caster – Size: Medium – Type: Outsider

Perception:
-1 -11
Passive Active
Creature Health
0 0 0
Hit Points Bloodied Hit Dice
Saving Throws
Fort: 0
Refl: -5
Will: -5

Senses:

Movement Types:

  • Walk 30 ft.
  • additional move types per summon spell

Skills:

  • All skills: +-11

Feats:

  • none

Languages:

  • Able to understand, but not speak, one language the summoner knows at the Native fluency.


Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+0
Sword Icon 3.png
Man Off
-12
Sword Icon 3.png
AC
Shield Icon 3.png
0
Man Def
Shield Icon 3.png
0

Standard Attack (Melee):

Full Attack (Melee):

Standard Attack (Ranged):

  • none

Full Attack (Ranged):

  • none

Special Abilities

Obedient (Ex) Always On
A Summoned Monster always looks to its summoner for direction. As a result of this obedience, a summoned monster only has one standard action per round, but, its summoner may always 'gift' it one of either a Standard, Move, or Swift action, at the expense of giving up their own Standard, Move, or Swift action (respectively) in return. A Summoned Monster may trade down its own Standard action for a Move action or a Swift action as normal, and indeed, this is how a Summoned Monster usually takes move actions.

A Summoned Monster may take a 5-Foot Step in any round in which it does not use a Move Action to move.

A Summoned Monster has no sense of self preservation, existing only to help their summoner. As a result, they will take actions that are harmful to them, such as triggering traps, moving to provoke attacks of opportunity, or leaping into bottomless pits of doom, without hesitation.

Summoned Strike (Ex) Standard Action
Once per round as a standard action, a Summoned Monster may perform a Summoned Strike. This is a melee attack which never provokes attacks of opportunity. (The exact details and special effects of the attack are left to the player and referee to work out, but it should be a thematic 'fit' with the creature's appearance.) Summoned Strike cannot be used as a ranged attack, unless the summoner has some means of altering the power to do so.

Summoned Strike affects a single enemy creature, hits automatically, and inflicts 0 points of bludgeoning (physical, common) damage per attack. Affected creatures are allowed to make a Fort save against a DC of 0 to take half damage.

Be sure to stand in the right place...

Summoned Monster (CR )

A Summoned Monster is an ally creature created, or summoned, or coerced, into existence when a Summon Monster spell (and all related summoning abilities) are used. A Summoned Monster can have nearly any appearance, as the summoning creature (player) is allowed to define what their preferred ally looks like, how it acts, and how it comports itself.

Some summoned monsters may look like swarms of insects, forest creatures, or even trees and bushes. Others look like noble stags, moose, or other sylvan creatures. Yet others look like fanciful silver-frosted great wolves, or ghostly tigers, red-eyed bulls, or terrifying eagles of ice. Summoned monsters can look like mundane monsters, such as standard-seeming orcs, obedient goblins, or helpful ogres. Yet others look like glowing outlines of celestial beings, inky blots of smoky darkness, gold-plated statues, animated chairs, masses of tentacles, rolling wheels full of eyes, scarecrows, or any of a thousand other forms.

In general, the player and the referee should decide together on the summoned creature's appearance. If the player wants to have a 'signature' creature that they always summon, that is perfectly allowed, or they can allow the GM to assign the appearance of the summoned monster every time it shows up. In all cases, no matter the appearance, a summoned monster ALWAYS has ONLY the powers and abilities ascribed to it by the write-up below. Summoning a Roc does not mean the creature is vast and able to fly, unless the summoner has some way of giving the creature those characteristics. Mechanically, every summoned monster has access to the same attacks and abilities. Without using feats or other modifiers, all summoned monsters of a given CR, no matter their appearance, have the same combat efficacy.

Combat Tactics

Summoned Monsters always act as faithful allies of their Summoner, and if not actively directed, will always work for the best interests of their Summoner, based upon their (possibly limited) information about what their Summoner needs. They will typically move into combat fearlessly, provoking attacks of opportunity and working to set up flanks, or block attackers from moving freely. As a free action, their summoner may direct them in what they should do.

If they cannot reach melee in a single move, they will usually charge the nearest foe, or convert their standard action to a move action to move in (if they cannot perform a charge) to interpose themselves between their summoner and danger.

Out of Combat

Summoned Monsters typically do not exist outside of combat, but if abilities are used to make them do so, they are friendly, helpful, but essentially mute. Even if they do possess useful knowledge or information, they typically cannot speak so they are unable to impart it. They only exist to aid their summoner in battle.

Rewards

This creature does not award any experience points (XP) or treasure when defeated.


Terrible Green Dragon 21 Threat Dragon
Torment Wasps 21 Swarm, Vermin
Tornado Cloud Giant 21 Monstrous Humanoid
Undead Raven Flock 21 Swarm, Undead
Vampire Thaumaturge 21 Undead
Vampire Thrall Courtier 21 Heavy Humanoid
White Buffalo 21 Heavy Animal
Xeph Privateer 21 Outsider
Xorn Trigon 21 Outsider

CR 22

Creature Name CR Role Type
CR 22 Blueprint Lore CR 22 Blueprint CR 22 Blueprint CR 22 Blueprint
Aboleth Oracle 22 Aberration
Adamantine Golem 22 Legend Construct
Colossal Monstrous Centipede 22 Vermin, Monstrosity
Crystal Spider 22 Vermin
Cultish Worm-That-Walks 22 Killer Construct, Prodigy
Deepbane Drow 22 Fey
Delg 22 Aberration
Dire Rhinoceros 22 Heavy Animal, Monstrosity
Doppelganger Eliminator Lore 24 Killer Protean
Duergar Cardinal 22 Humanoid
Eerie Stag 22 Legend Animal, Fey
Efreet Fireblade 22 Outsider
Feculent Otyugh 22 Aberration
Fire Giant Flametamer 22 Shooter Monstrous Humanoid
Formian Khan 22 Leader Aberration, Vermin
Frost Giant Despot 22 Leader Monstrous Humanoid
Frost Worm 22 Magical Beast
Ha-Naga 22 Aberration
Hemorrhagic Pudding 22 Ooze
Horned Devil 22 Outsider, Devil
Imperious Black Wyrm 22 Threat Dragon
Infernal Hellhound 22 Outsider
Intellect Devourer Dominator 22 Aberration
Jourvow 22 Aberration
Lich King 22 Tank Undead
Mad Elephant 22 Legend Monstrosity, Animal
Plumaged Chichimec 22 Outsider, Air
Poltergeist 22 Undead, Ghost, Incorporeal
Radiant Remorhaz 22 Magical Beast
Rakshasa Kizlar 22 Outsider, Native
Retriever 22 Legend Outsider, Demon
Rot Fly Impregnator 22 Vermin
Scuttling Varmint Swarm 22 Aberration, Disease, Vermin
Shrieking Destrachan 22 Magical Beast
Somber Crool Gallant 22 Humanoid
Sonorous Wasp 22 Vermin
Stately Couatl 22 Outsider, Native
Stingtail Wyvern 22 Heavy Magical Beast
Storm Giant 22 Heavy Monstrous Humanoid
Stormstrike Manticore 22 Magical Beast
Striped Shocker Lizard 22 Magical Beast
Summoned Monster CR 22 Lore

Summoned Monster  (CR )

Alignment: As Caster – Size: Medium – Type: Outsider

Perception:
-1 -11
Passive Active
Creature Health
0 0 0
Hit Points Bloodied Hit Dice
Saving Throws
Fort: 0
Refl: -5
Will: -5

Senses:

Movement Types:

  • Walk 30 ft.
  • additional move types per summon spell

Skills:

  • All skills: +-11

Feats:

  • none

Languages:

  • Able to understand, but not speak, one language the summoner knows at the Native fluency.


Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+0
Sword Icon 3.png
Man Off
-12
Sword Icon 3.png
AC
Shield Icon 3.png
0
Man Def
Shield Icon 3.png
0

Standard Attack (Melee):

Full Attack (Melee):

Standard Attack (Ranged):

  • none

Full Attack (Ranged):

  • none

Special Abilities

Obedient (Ex) Always On
A Summoned Monster always looks to its summoner for direction. As a result of this obedience, a summoned monster only has one standard action per round, but, its summoner may always 'gift' it one of either a Standard, Move, or Swift action, at the expense of giving up their own Standard, Move, or Swift action (respectively) in return. A Summoned Monster may trade down its own Standard action for a Move action or a Swift action as normal, and indeed, this is how a Summoned Monster usually takes move actions.

A Summoned Monster may take a 5-Foot Step in any round in which it does not use a Move Action to move.

A Summoned Monster has no sense of self preservation, existing only to help their summoner. As a result, they will take actions that are harmful to them, such as triggering traps, moving to provoke attacks of opportunity, or leaping into bottomless pits of doom, without hesitation.

Summoned Strike (Ex) Standard Action
Once per round as a standard action, a Summoned Monster may perform a Summoned Strike. This is a melee attack which never provokes attacks of opportunity. (The exact details and special effects of the attack are left to the player and referee to work out, but it should be a thematic 'fit' with the creature's appearance.) Summoned Strike cannot be used as a ranged attack, unless the summoner has some means of altering the power to do so.

Summoned Strike affects a single enemy creature, hits automatically, and inflicts 0 points of bludgeoning (physical, common) damage per attack. Affected creatures are allowed to make a Fort save against a DC of 0 to take half damage.

Be sure to stand in the right place...

Summoned Monster (CR )

A Summoned Monster is an ally creature created, or summoned, or coerced, into existence when a Summon Monster spell (and all related summoning abilities) are used. A Summoned Monster can have nearly any appearance, as the summoning creature (player) is allowed to define what their preferred ally looks like, how it acts, and how it comports itself.

Some summoned monsters may look like swarms of insects, forest creatures, or even trees and bushes. Others look like noble stags, moose, or other sylvan creatures. Yet others look like fanciful silver-frosted great wolves, or ghostly tigers, red-eyed bulls, or terrifying eagles of ice. Summoned monsters can look like mundane monsters, such as standard-seeming orcs, obedient goblins, or helpful ogres. Yet others look like glowing outlines of celestial beings, inky blots of smoky darkness, gold-plated statues, animated chairs, masses of tentacles, rolling wheels full of eyes, scarecrows, or any of a thousand other forms.

In general, the player and the referee should decide together on the summoned creature's appearance. If the player wants to have a 'signature' creature that they always summon, that is perfectly allowed, or they can allow the GM to assign the appearance of the summoned monster every time it shows up. In all cases, no matter the appearance, a summoned monster ALWAYS has ONLY the powers and abilities ascribed to it by the write-up below. Summoning a Roc does not mean the creature is vast and able to fly, unless the summoner has some way of giving the creature those characteristics. Mechanically, every summoned monster has access to the same attacks and abilities. Without using feats or other modifiers, all summoned monsters of a given CR, no matter their appearance, have the same combat efficacy.

Combat Tactics

Summoned Monsters always act as faithful allies of their Summoner, and if not actively directed, will always work for the best interests of their Summoner, based upon their (possibly limited) information about what their Summoner needs. They will typically move into combat fearlessly, provoking attacks of opportunity and working to set up flanks, or block attackers from moving freely. As a free action, their summoner may direct them in what they should do.

If they cannot reach melee in a single move, they will usually charge the nearest foe, or convert their standard action to a move action to move in (if they cannot perform a charge) to interpose themselves between their summoner and danger.

Out of Combat

Summoned Monsters typically do not exist outside of combat, but if abilities are used to make them do so, they are friendly, helpful, but essentially mute. Even if they do possess useful knowledge or information, they typically cannot speak so they are unable to impart it. They only exist to aid their summoner in battle.

Rewards

This creature does not award any experience points (XP) or treasure when defeated.

Summoned Monster  (CR )

Alignment: As Caster – Size: Medium – Type: Outsider

Perception:
-1 -11
Passive Active
Creature Health
0 0 0
Hit Points Bloodied Hit Dice
Saving Throws
Fort: 0
Refl: -5
Will: -5

Senses:

Movement Types:

  • Walk 30 ft.
  • additional move types per summon spell

Skills:

  • All skills: +-11

Feats:

  • none

Languages:

  • Able to understand, but not speak, one language the summoner knows at the Native fluency.


Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+0
Sword Icon 3.png
Man Off
-12
Sword Icon 3.png
AC
Shield Icon 3.png
0
Man Def
Shield Icon 3.png
0

Standard Attack (Melee):

Full Attack (Melee):

Standard Attack (Ranged):

  • none

Full Attack (Ranged):

  • none

Special Abilities

Obedient (Ex) Always On
A Summoned Monster always looks to its summoner for direction. As a result of this obedience, a summoned monster only has one standard action per round, but, its summoner may always 'gift' it one of either a Standard, Move, or Swift action, at the expense of giving up their own Standard, Move, or Swift action (respectively) in return. A Summoned Monster may trade down its own Standard action for a Move action or a Swift action as normal, and indeed, this is how a Summoned Monster usually takes move actions.

A Summoned Monster may take a 5-Foot Step in any round in which it does not use a Move Action to move.

A Summoned Monster has no sense of self preservation, existing only to help their summoner. As a result, they will take actions that are harmful to them, such as triggering traps, moving to provoke attacks of opportunity, or leaping into bottomless pits of doom, without hesitation.

Summoned Strike (Ex) Standard Action
Once per round as a standard action, a Summoned Monster may perform a Summoned Strike. This is a melee attack which never provokes attacks of opportunity. (The exact details and special effects of the attack are left to the player and referee to work out, but it should be a thematic 'fit' with the creature's appearance.) Summoned Strike cannot be used as a ranged attack, unless the summoner has some means of altering the power to do so.

Summoned Strike affects a single enemy creature, hits automatically, and inflicts 0 points of bludgeoning (physical, common) damage per attack. Affected creatures are allowed to make a Fort save against a DC of 0 to take half damage.

Be sure to stand in the right place...

Summoned Monster (CR )

A Summoned Monster is an ally creature created, or summoned, or coerced, into existence when a Summon Monster spell (and all related summoning abilities) are used. A Summoned Monster can have nearly any appearance, as the summoning creature (player) is allowed to define what their preferred ally looks like, how it acts, and how it comports itself.

Some summoned monsters may look like swarms of insects, forest creatures, or even trees and bushes. Others look like noble stags, moose, or other sylvan creatures. Yet others look like fanciful silver-frosted great wolves, or ghostly tigers, red-eyed bulls, or terrifying eagles of ice. Summoned monsters can look like mundane monsters, such as standard-seeming orcs, obedient goblins, or helpful ogres. Yet others look like glowing outlines of celestial beings, inky blots of smoky darkness, gold-plated statues, animated chairs, masses of tentacles, rolling wheels full of eyes, scarecrows, or any of a thousand other forms.

In general, the player and the referee should decide together on the summoned creature's appearance. If the player wants to have a 'signature' creature that they always summon, that is perfectly allowed, or they can allow the GM to assign the appearance of the summoned monster every time it shows up. In all cases, no matter the appearance, a summoned monster ALWAYS has ONLY the powers and abilities ascribed to it by the write-up below. Summoning a Roc does not mean the creature is vast and able to fly, unless the summoner has some way of giving the creature those characteristics. Mechanically, every summoned monster has access to the same attacks and abilities. Without using feats or other modifiers, all summoned monsters of a given CR, no matter their appearance, have the same combat efficacy.

Combat Tactics

Summoned Monsters always act as faithful allies of their Summoner, and if not actively directed, will always work for the best interests of their Summoner, based upon their (possibly limited) information about what their Summoner needs. They will typically move into combat fearlessly, provoking attacks of opportunity and working to set up flanks, or block attackers from moving freely. As a free action, their summoner may direct them in what they should do.

If they cannot reach melee in a single move, they will usually charge the nearest foe, or convert their standard action to a move action to move in (if they cannot perform a charge) to interpose themselves between their summoner and danger.

Out of Combat

Summoned Monsters typically do not exist outside of combat, but if abilities are used to make them do so, they are friendly, helpful, but essentially mute. Even if they do possess useful knowledge or information, they typically cannot speak so they are unable to impart it. They only exist to aid their summoner in battle.

Rewards

This creature does not award any experience points (XP) or treasure when defeated.

Summoned Monster  (CR )

Alignment: As Caster – Size: Medium – Type: Outsider

Perception:
-1 -11
Passive Active
Creature Health
0 0 0
Hit Points Bloodied Hit Dice
Saving Throws
Fort: 0
Refl: -5
Will: -5

Senses:

Movement Types:

  • Walk 30 ft.
  • additional move types per summon spell

Skills:

  • All skills: +-11

Feats:

  • none

Languages:

  • Able to understand, but not speak, one language the summoner knows at the Native fluency.


Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+0
Sword Icon 3.png
Man Off
-12
Sword Icon 3.png
AC
Shield Icon 3.png
0
Man Def
Shield Icon 3.png
0

Standard Attack (Melee):

Full Attack (Melee):

Standard Attack (Ranged):

  • none

Full Attack (Ranged):

  • none

Special Abilities

Obedient (Ex) Always On
A Summoned Monster always looks to its summoner for direction. As a result of this obedience, a summoned monster only has one standard action per round, but, its summoner may always 'gift' it one of either a Standard, Move, or Swift action, at the expense of giving up their own Standard, Move, or Swift action (respectively) in return. A Summoned Monster may trade down its own Standard action for a Move action or a Swift action as normal, and indeed, this is how a Summoned Monster usually takes move actions.

A Summoned Monster may take a 5-Foot Step in any round in which it does not use a Move Action to move.

A Summoned Monster has no sense of self preservation, existing only to help their summoner. As a result, they will take actions that are harmful to them, such as triggering traps, moving to provoke attacks of opportunity, or leaping into bottomless pits of doom, without hesitation.

Summoned Strike (Ex) Standard Action
Once per round as a standard action, a Summoned Monster may perform a Summoned Strike. This is a melee attack which never provokes attacks of opportunity. (The exact details and special effects of the attack are left to the player and referee to work out, but it should be a thematic 'fit' with the creature's appearance.) Summoned Strike cannot be used as a ranged attack, unless the summoner has some means of altering the power to do so.

Summoned Strike affects a single enemy creature, hits automatically, and inflicts 0 points of bludgeoning (physical, common) damage per attack. Affected creatures are allowed to make a Fort save against a DC of 0 to take half damage.

Be sure to stand in the right place...

Summoned Monster (CR )

A Summoned Monster is an ally creature created, or summoned, or coerced, into existence when a Summon Monster spell (and all related summoning abilities) are used. A Summoned Monster can have nearly any appearance, as the summoning creature (player) is allowed to define what their preferred ally looks like, how it acts, and how it comports itself.

Some summoned monsters may look like swarms of insects, forest creatures, or even trees and bushes. Others look like noble stags, moose, or other sylvan creatures. Yet others look like fanciful silver-frosted great wolves, or ghostly tigers, red-eyed bulls, or terrifying eagles of ice. Summoned monsters can look like mundane monsters, such as standard-seeming orcs, obedient goblins, or helpful ogres. Yet others look like glowing outlines of celestial beings, inky blots of smoky darkness, gold-plated statues, animated chairs, masses of tentacles, rolling wheels full of eyes, scarecrows, or any of a thousand other forms.

In general, the player and the referee should decide together on the summoned creature's appearance. If the player wants to have a 'signature' creature that they always summon, that is perfectly allowed, or they can allow the GM to assign the appearance of the summoned monster every time it shows up. In all cases, no matter the appearance, a summoned monster ALWAYS has ONLY the powers and abilities ascribed to it by the write-up below. Summoning a Roc does not mean the creature is vast and able to fly, unless the summoner has some way of giving the creature those characteristics. Mechanically, every summoned monster has access to the same attacks and abilities. Without using feats or other modifiers, all summoned monsters of a given CR, no matter their appearance, have the same combat efficacy.

Combat Tactics

Summoned Monsters always act as faithful allies of their Summoner, and if not actively directed, will always work for the best interests of their Summoner, based upon their (possibly limited) information about what their Summoner needs. They will typically move into combat fearlessly, provoking attacks of opportunity and working to set up flanks, or block attackers from moving freely. As a free action, their summoner may direct them in what they should do.

If they cannot reach melee in a single move, they will usually charge the nearest foe, or convert their standard action to a move action to move in (if they cannot perform a charge) to interpose themselves between their summoner and danger.

Out of Combat

Summoned Monsters typically do not exist outside of combat, but if abilities are used to make them do so, they are friendly, helpful, but essentially mute. Even if they do possess useful knowledge or information, they typically cannot speak so they are unable to impart it. They only exist to aid their summoner in battle.

Rewards

This creature does not award any experience points (XP) or treasure when defeated.


Terrible Blue Dragon 22 Villain Dragon
Thoraxian 22 Vermin
Thorn Hound 22 Aberration
Ursus Mighty Black Bear 22 Legend Magical Beast, Monstrosity
Vampire Dread Lord 22 Leader Undead
Verdant Copse Treant 22 Heavy Plant
Vitriolic Caustic Walker 22 Magical Beast (digester)
Vortex Shadow 22 Undead, Incorporeal
Wild Witch 22 Sneak Monstrous Humanoid, Fey
Xeph Mariner 22 Outsider
Yokai Oni 22 Monstrous Humanoid

CR 23

Creature Name CR Role Type
CR 23 Blueprint Lore CR 23 Blueprint CR 23 Blueprint CR 23 Blueprint
Agitated Maenad 23 Humanoid
Allip Hysteric 23 Outsider, Undead
Broken Anaxim 23 Heavy Construct, Prodigy, Outsider
Cerebrilith 23 Outsider, Demon
Cloud Giant Thunderhead 23 Monstrous Humanoid
Creave 23 Aberration
Darkened Zombie 23 Undead
Deathknight Marshall 23 Undead, Skeleton
Decomposing Xill 23 Outsider
Drider Brute 23 Heavy Aberration
Droone 23 Aberration
Dynamic Behir 23 Magical Beast
Ettercap Deceiver 23 Aberration
Feckless Chaos Beast 23 Tank Outsider
Fire Giant Fulgurant 23 Shooter Monstrous Humanoid
Forest Ogre 23 Heavy Monstrous Humanoid
Formian Great-Khan 23 Leader Aberration, Vermin
Giant Legendary Wolverine 23 Legend Animal, Monstrosity
Glistening Astral Construct 23 Construct, Prodigy, Outsider
Greater Force Dragon 23 Threat Dragon, Outsider
Hookbeak Roc 23 Heavy Magical Beast, Monstrosity
Hookspine Spider 23 Vermin
Imperious Green Wyrm 23 Threat Dragon
Livid Spectre 23 Undead, Ghost, Incorporeal
Mauvine Worm 23 Magical Beast
Mirror Scorpion 23 Vermin
Moon-Shackled Mummy 23 Sneak Undead
Onyx Wraith 23 Undead, Incorporeal
Polyhymnian Nymph 23 Fey
Primal Kraken 23 Threat Magical Beast
Puppeteer Mind Worm 23 Magical Beast
Ravid 23 Outsider
Ridge-Leaper 23 Legend Magical Beast, Great Cat, Monstrosity
Sahuagin Highborn 23 Aberration
Saw-Backed Thunder Lizard 23 Legend Magical Beast, Dinosaur, Monstrosity
Shambling Mound Worldtree 23 Legend Plant, Monstrosity
Somber Crool Serf 23 Heavy Humanoid
Stone Titan 23 Monstrous Humanoid
Storm Giant Hurricane 23 Monstrous Humanoid
Summoned Monster CR 23 Lore

Summoned Monster  (CR )

Alignment: As Caster – Size: Medium – Type: Outsider

Perception:
-1 -11
Passive Active
Creature Health
0 0 0
Hit Points Bloodied Hit Dice
Saving Throws
Fort: 0
Refl: -5
Will: -5

Senses:

Movement Types:

  • Walk 30 ft.
  • additional move types per summon spell

Skills:

  • All skills: +-11

Feats:

  • none

Languages:

  • Able to understand, but not speak, one language the summoner knows at the Native fluency.


Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+0
Sword Icon 3.png
Man Off
-12
Sword Icon 3.png
AC
Shield Icon 3.png
0
Man Def
Shield Icon 3.png
0

Standard Attack (Melee):

Full Attack (Melee):

Standard Attack (Ranged):

  • none

Full Attack (Ranged):

  • none

Special Abilities

Obedient (Ex) Always On
A Summoned Monster always looks to its summoner for direction. As a result of this obedience, a summoned monster only has one standard action per round, but, its summoner may always 'gift' it one of either a Standard, Move, or Swift action, at the expense of giving up their own Standard, Move, or Swift action (respectively) in return. A Summoned Monster may trade down its own Standard action for a Move action or a Swift action as normal, and indeed, this is how a Summoned Monster usually takes move actions.

A Summoned Monster may take a 5-Foot Step in any round in which it does not use a Move Action to move.

A Summoned Monster has no sense of self preservation, existing only to help their summoner. As a result, they will take actions that are harmful to them, such as triggering traps, moving to provoke attacks of opportunity, or leaping into bottomless pits of doom, without hesitation.

Summoned Strike (Ex) Standard Action
Once per round as a standard action, a Summoned Monster may perform a Summoned Strike. This is a melee attack which never provokes attacks of opportunity. (The exact details and special effects of the attack are left to the player and referee to work out, but it should be a thematic 'fit' with the creature's appearance.) Summoned Strike cannot be used as a ranged attack, unless the summoner has some means of altering the power to do so.

Summoned Strike affects a single enemy creature, hits automatically, and inflicts 0 points of bludgeoning (physical, common) damage per attack. Affected creatures are allowed to make a Fort save against a DC of 0 to take half damage.

Be sure to stand in the right place...

Summoned Monster (CR )

A Summoned Monster is an ally creature created, or summoned, or coerced, into existence when a Summon Monster spell (and all related summoning abilities) are used. A Summoned Monster can have nearly any appearance, as the summoning creature (player) is allowed to define what their preferred ally looks like, how it acts, and how it comports itself.

Some summoned monsters may look like swarms of insects, forest creatures, or even trees and bushes. Others look like noble stags, moose, or other sylvan creatures. Yet others look like fanciful silver-frosted great wolves, or ghostly tigers, red-eyed bulls, or terrifying eagles of ice. Summoned monsters can look like mundane monsters, such as standard-seeming orcs, obedient goblins, or helpful ogres. Yet others look like glowing outlines of celestial beings, inky blots of smoky darkness, gold-plated statues, animated chairs, masses of tentacles, rolling wheels full of eyes, scarecrows, or any of a thousand other forms.

In general, the player and the referee should decide together on the summoned creature's appearance. If the player wants to have a 'signature' creature that they always summon, that is perfectly allowed, or they can allow the GM to assign the appearance of the summoned monster every time it shows up. In all cases, no matter the appearance, a summoned monster ALWAYS has ONLY the powers and abilities ascribed to it by the write-up below. Summoning a Roc does not mean the creature is vast and able to fly, unless the summoner has some way of giving the creature those characteristics. Mechanically, every summoned monster has access to the same attacks and abilities. Without using feats or other modifiers, all summoned monsters of a given CR, no matter their appearance, have the same combat efficacy.

Combat Tactics

Summoned Monsters always act as faithful allies of their Summoner, and if not actively directed, will always work for the best interests of their Summoner, based upon their (possibly limited) information about what their Summoner needs. They will typically move into combat fearlessly, provoking attacks of opportunity and working to set up flanks, or block attackers from moving freely. As a free action, their summoner may direct them in what they should do.

If they cannot reach melee in a single move, they will usually charge the nearest foe, or convert their standard action to a move action to move in (if they cannot perform a charge) to interpose themselves between their summoner and danger.

Out of Combat

Summoned Monsters typically do not exist outside of combat, but if abilities are used to make them do so, they are friendly, helpful, but essentially mute. Even if they do possess useful knowledge or information, they typically cannot speak so they are unable to impart it. They only exist to aid their summoner in battle.

Rewards

This creature does not award any experience points (XP) or treasure when defeated.

Summoned Monster  (CR )

Alignment: As Caster – Size: Medium – Type: Outsider

Perception:
-1 -11
Passive Active
Creature Health
0 0 0
Hit Points Bloodied Hit Dice
Saving Throws
Fort: 0
Refl: -5
Will: -5

Senses:

Movement Types:

  • Walk 30 ft.
  • additional move types per summon spell

Skills:

  • All skills: +-11

Feats:

  • none

Languages:

  • Able to understand, but not speak, one language the summoner knows at the Native fluency.


Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+0
Sword Icon 3.png
Man Off
-12
Sword Icon 3.png
AC
Shield Icon 3.png
0
Man Def
Shield Icon 3.png
0

Standard Attack (Melee):

Full Attack (Melee):

Standard Attack (Ranged):

  • none

Full Attack (Ranged):

  • none

Special Abilities

Obedient (Ex) Always On
A Summoned Monster always looks to its summoner for direction. As a result of this obedience, a summoned monster only has one standard action per round, but, its summoner may always 'gift' it one of either a Standard, Move, or Swift action, at the expense of giving up their own Standard, Move, or Swift action (respectively) in return. A Summoned Monster may trade down its own Standard action for a Move action or a Swift action as normal, and indeed, this is how a Summoned Monster usually takes move actions.

A Summoned Monster may take a 5-Foot Step in any round in which it does not use a Move Action to move.

A Summoned Monster has no sense of self preservation, existing only to help their summoner. As a result, they will take actions that are harmful to them, such as triggering traps, moving to provoke attacks of opportunity, or leaping into bottomless pits of doom, without hesitation.

Summoned Strike (Ex) Standard Action
Once per round as a standard action, a Summoned Monster may perform a Summoned Strike. This is a melee attack which never provokes attacks of opportunity. (The exact details and special effects of the attack are left to the player and referee to work out, but it should be a thematic 'fit' with the creature's appearance.) Summoned Strike cannot be used as a ranged attack, unless the summoner has some means of altering the power to do so.

Summoned Strike affects a single enemy creature, hits automatically, and inflicts 0 points of bludgeoning (physical, common) damage per attack. Affected creatures are allowed to make a Fort save against a DC of 0 to take half damage.

Be sure to stand in the right place...

Summoned Monster (CR )

A Summoned Monster is an ally creature created, or summoned, or coerced, into existence when a Summon Monster spell (and all related summoning abilities) are used. A Summoned Monster can have nearly any appearance, as the summoning creature (player) is allowed to define what their preferred ally looks like, how it acts, and how it comports itself.

Some summoned monsters may look like swarms of insects, forest creatures, or even trees and bushes. Others look like noble stags, moose, or other sylvan creatures. Yet others look like fanciful silver-frosted great wolves, or ghostly tigers, red-eyed bulls, or terrifying eagles of ice. Summoned monsters can look like mundane monsters, such as standard-seeming orcs, obedient goblins, or helpful ogres. Yet others look like glowing outlines of celestial beings, inky blots of smoky darkness, gold-plated statues, animated chairs, masses of tentacles, rolling wheels full of eyes, scarecrows, or any of a thousand other forms.

In general, the player and the referee should decide together on the summoned creature's appearance. If the player wants to have a 'signature' creature that they always summon, that is perfectly allowed, or they can allow the GM to assign the appearance of the summoned monster every time it shows up. In all cases, no matter the appearance, a summoned monster ALWAYS has ONLY the powers and abilities ascribed to it by the write-up below. Summoning a Roc does not mean the creature is vast and able to fly, unless the summoner has some way of giving the creature those characteristics. Mechanically, every summoned monster has access to the same attacks and abilities. Without using feats or other modifiers, all summoned monsters of a given CR, no matter their appearance, have the same combat efficacy.

Combat Tactics

Summoned Monsters always act as faithful allies of their Summoner, and if not actively directed, will always work for the best interests of their Summoner, based upon their (possibly limited) information about what their Summoner needs. They will typically move into combat fearlessly, provoking attacks of opportunity and working to set up flanks, or block attackers from moving freely. As a free action, their summoner may direct them in what they should do.

If they cannot reach melee in a single move, they will usually charge the nearest foe, or convert their standard action to a move action to move in (if they cannot perform a charge) to interpose themselves between their summoner and danger.

Out of Combat

Summoned Monsters typically do not exist outside of combat, but if abilities are used to make them do so, they are friendly, helpful, but essentially mute. Even if they do possess useful knowledge or information, they typically cannot speak so they are unable to impart it. They only exist to aid their summoner in battle.

Rewards

This creature does not award any experience points (XP) or treasure when defeated.

Summoned Monster  (CR )

Alignment: As Caster – Size: Medium – Type: Outsider

Perception:
-1 -11
Passive Active
Creature Health
0 0 0
Hit Points Bloodied Hit Dice
Saving Throws
Fort: 0
Refl: -5
Will: -5

Senses:

Movement Types:

  • Walk 30 ft.
  • additional move types per summon spell

Skills:

  • All skills: +-11

Feats:

  • none

Languages:

  • Able to understand, but not speak, one language the summoner knows at the Native fluency.


Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+0
Sword Icon 3.png
Man Off
-12
Sword Icon 3.png
AC
Shield Icon 3.png
0
Man Def
Shield Icon 3.png
0

Standard Attack (Melee):

Full Attack (Melee):

Standard Attack (Ranged):

  • none

Full Attack (Ranged):

  • none

Special Abilities

Obedient (Ex) Always On
A Summoned Monster always looks to its summoner for direction. As a result of this obedience, a summoned monster only has one standard action per round, but, its summoner may always 'gift' it one of either a Standard, Move, or Swift action, at the expense of giving up their own Standard, Move, or Swift action (respectively) in return. A Summoned Monster may trade down its own Standard action for a Move action or a Swift action as normal, and indeed, this is how a Summoned Monster usually takes move actions.

A Summoned Monster may take a 5-Foot Step in any round in which it does not use a Move Action to move.

A Summoned Monster has no sense of self preservation, existing only to help their summoner. As a result, they will take actions that are harmful to them, such as triggering traps, moving to provoke attacks of opportunity, or leaping into bottomless pits of doom, without hesitation.

Summoned Strike (Ex) Standard Action
Once per round as a standard action, a Summoned Monster may perform a Summoned Strike. This is a melee attack which never provokes attacks of opportunity. (The exact details and special effects of the attack are left to the player and referee to work out, but it should be a thematic 'fit' with the creature's appearance.) Summoned Strike cannot be used as a ranged attack, unless the summoner has some means of altering the power to do so.

Summoned Strike affects a single enemy creature, hits automatically, and inflicts 0 points of bludgeoning (physical, common) damage per attack. Affected creatures are allowed to make a Fort save against a DC of 0 to take half damage.

Be sure to stand in the right place...

Summoned Monster (CR )

A Summoned Monster is an ally creature created, or summoned, or coerced, into existence when a Summon Monster spell (and all related summoning abilities) are used. A Summoned Monster can have nearly any appearance, as the summoning creature (player) is allowed to define what their preferred ally looks like, how it acts, and how it comports itself.

Some summoned monsters may look like swarms of insects, forest creatures, or even trees and bushes. Others look like noble stags, moose, or other sylvan creatures. Yet others look like fanciful silver-frosted great wolves, or ghostly tigers, red-eyed bulls, or terrifying eagles of ice. Summoned monsters can look like mundane monsters, such as standard-seeming orcs, obedient goblins, or helpful ogres. Yet others look like glowing outlines of celestial beings, inky blots of smoky darkness, gold-plated statues, animated chairs, masses of tentacles, rolling wheels full of eyes, scarecrows, or any of a thousand other forms.

In general, the player and the referee should decide together on the summoned creature's appearance. If the player wants to have a 'signature' creature that they always summon, that is perfectly allowed, or they can allow the GM to assign the appearance of the summoned monster every time it shows up. In all cases, no matter the appearance, a summoned monster ALWAYS has ONLY the powers and abilities ascribed to it by the write-up below. Summoning a Roc does not mean the creature is vast and able to fly, unless the summoner has some way of giving the creature those characteristics. Mechanically, every summoned monster has access to the same attacks and abilities. Without using feats or other modifiers, all summoned monsters of a given CR, no matter their appearance, have the same combat efficacy.

Combat Tactics

Summoned Monsters always act as faithful allies of their Summoner, and if not actively directed, will always work for the best interests of their Summoner, based upon their (possibly limited) information about what their Summoner needs. They will typically move into combat fearlessly, provoking attacks of opportunity and working to set up flanks, or block attackers from moving freely. As a free action, their summoner may direct them in what they should do.

If they cannot reach melee in a single move, they will usually charge the nearest foe, or convert their standard action to a move action to move in (if they cannot perform a charge) to interpose themselves between their summoner and danger.

Out of Combat

Summoned Monsters typically do not exist outside of combat, but if abilities are used to make them do so, they are friendly, helpful, but essentially mute. Even if they do possess useful knowledge or information, they typically cannot speak so they are unable to impart it. They only exist to aid their summoner in battle.

Rewards

This creature does not award any experience points (XP) or treasure when defeated.


Sundered Zombie Parts 23 Minion Undead
Swiftscorch Magmin 23 Outsider
Tattered Seamstress 23 Construct, Prodigy, Tattered
Tearing Turtle 23 Animal, Monstrosity
Tembrimast 23 Aberration
Terrible Red Dragon 23 Villain Dragon
Timeless Gargoyle 23 Monstrous Humanoid
Tusker Herd 23 Animal, Monstrosity, Boar, Troop
Vicious Varmint 23 Aberration, Disease, Vermin
Vitreolic Slime 23 Ooze
Winter Wight 23 Undead
Xeph Buccaneer 23 Outsider

CR 24

Creature Name CR Role Type
CR 24 Blueprint Lore CR 24 Blueprint CR 24 Blueprint CR 24 Blueprint
Actinic Silverlance 24 Aberration
Anachronistic Phane 24 Outsider
Arcane Weald Treant 24 Plant
Badland Troll 24 Monstrous Humanoid
Bahairim Solicitor 24 Heavy Aberration, Construct, Devil, Prodigy
Balor 24 Outsider, Demon
Brachyurus 24 Legend Magical Beast, Monstrosity
Colossal Gruesome Centipede 24 Vermin
Crawling Throng 24 Troop, Undead, Zombie
Crowned Medusa 24 Monstrous Humanoid
Death Giant Precursor 24 Heavy Monstrous Humanoid
Dire Mammoth 24 Heavy Animal, Monstrosity
Doppelganger Contender 24 Protean
Drow Contriver 24 Fey
Efreet Cinderlord 24 Outsider
Fire Giant Thane 24 Leader Monstrous Humanoid
Formian Defender 24 Killer Aberration, Vermin
Ghost Buffalo 24 Heavy Animal, Monstrosity
Goliath Horse 24 Animal
Goliath Stirge Swarm 24 Swarm, Vermin
Gorefang Tyrannosaurus 24 Legend Animal, Monstrosity
Imperious Blue Wyrm 24 Villain Dragon
Intellect Devourer Tyrant 24 Aberration
Iron Grate Golem 24 Heavy Construct
Lambent Stag 24 Legend Animal, Fey
Lancer Wasp Swarm 24 Swarm, Vermin
Lightstruck Cloud Giant Lightstruck 24 Heavy Monstrous Humanoid
Maddened Rhinoceros 24 Legend Animal, Monstrosity
Malsotrian 24 Aberration
Mangy Varmint Swarm 24 Aberration, Disease, Vermin
Onyx Dragloth 24 Aberration, Dragon
Orb Shadow 24 Killer Undead, Incorporeal
Phantom Fungus 24 Plant
Pit Fiend 24 Outsider, Devil
Rakshasa Abaza 24 Outsider, Native
Relucent Locathah 24 Outsider
Ruskinvor Horror 24 Aberration
Skeleton Deathbringer 24 Undead
Somber Crool Hoodlum 24 Killer Humanoid
Stone Colossus 24 Monstrous Humanoid, Monstrosity
Sulphurjaw Hellhound 24 Outsider
Summoned Monster CR 24 Lore

Summoned Monster  (CR )

Alignment: As Caster – Size: Medium – Type: Outsider

Perception:
-1 -11
Passive Active
Creature Health
0 0 0
Hit Points Bloodied Hit Dice
Saving Throws
Fort: 0
Refl: -5
Will: -5

Senses:

Movement Types:

  • Walk 30 ft.
  • additional move types per summon spell

Skills:

  • All skills: +-11

Feats:

  • none

Languages:

  • Able to understand, but not speak, one language the summoner knows at the Native fluency.


Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+0
Sword Icon 3.png
Man Off
-12
Sword Icon 3.png
AC
Shield Icon 3.png
0
Man Def
Shield Icon 3.png
0

Standard Attack (Melee):

Full Attack (Melee):

Standard Attack (Ranged):

  • none

Full Attack (Ranged):

  • none

Special Abilities

Obedient (Ex) Always On
A Summoned Monster always looks to its summoner for direction. As a result of this obedience, a summoned monster only has one standard action per round, but, its summoner may always 'gift' it one of either a Standard, Move, or Swift action, at the expense of giving up their own Standard, Move, or Swift action (respectively) in return. A Summoned Monster may trade down its own Standard action for a Move action or a Swift action as normal, and indeed, this is how a Summoned Monster usually takes move actions.

A Summoned Monster may take a 5-Foot Step in any round in which it does not use a Move Action to move.

A Summoned Monster has no sense of self preservation, existing only to help their summoner. As a result, they will take actions that are harmful to them, such as triggering traps, moving to provoke attacks of opportunity, or leaping into bottomless pits of doom, without hesitation.

Summoned Strike (Ex) Standard Action
Once per round as a standard action, a Summoned Monster may perform a Summoned Strike. This is a melee attack which never provokes attacks of opportunity. (The exact details and special effects of the attack are left to the player and referee to work out, but it should be a thematic 'fit' with the creature's appearance.) Summoned Strike cannot be used as a ranged attack, unless the summoner has some means of altering the power to do so.

Summoned Strike affects a single enemy creature, hits automatically, and inflicts 0 points of bludgeoning (physical, common) damage per attack. Affected creatures are allowed to make a Fort save against a DC of 0 to take half damage.

Be sure to stand in the right place...

Summoned Monster (CR )

A Summoned Monster is an ally creature created, or summoned, or coerced, into existence when a Summon Monster spell (and all related summoning abilities) are used. A Summoned Monster can have nearly any appearance, as the summoning creature (player) is allowed to define what their preferred ally looks like, how it acts, and how it comports itself.

Some summoned monsters may look like swarms of insects, forest creatures, or even trees and bushes. Others look like noble stags, moose, or other sylvan creatures. Yet others look like fanciful silver-frosted great wolves, or ghostly tigers, red-eyed bulls, or terrifying eagles of ice. Summoned monsters can look like mundane monsters, such as standard-seeming orcs, obedient goblins, or helpful ogres. Yet others look like glowing outlines of celestial beings, inky blots of smoky darkness, gold-plated statues, animated chairs, masses of tentacles, rolling wheels full of eyes, scarecrows, or any of a thousand other forms.

In general, the player and the referee should decide together on the summoned creature's appearance. If the player wants to have a 'signature' creature that they always summon, that is perfectly allowed, or they can allow the GM to assign the appearance of the summoned monster every time it shows up. In all cases, no matter the appearance, a summoned monster ALWAYS has ONLY the powers and abilities ascribed to it by the write-up below. Summoning a Roc does not mean the creature is vast and able to fly, unless the summoner has some way of giving the creature those characteristics. Mechanically, every summoned monster has access to the same attacks and abilities. Without using feats or other modifiers, all summoned monsters of a given CR, no matter their appearance, have the same combat efficacy.

Combat Tactics

Summoned Monsters always act as faithful allies of their Summoner, and if not actively directed, will always work for the best interests of their Summoner, based upon their (possibly limited) information about what their Summoner needs. They will typically move into combat fearlessly, provoking attacks of opportunity and working to set up flanks, or block attackers from moving freely. As a free action, their summoner may direct them in what they should do.

If they cannot reach melee in a single move, they will usually charge the nearest foe, or convert their standard action to a move action to move in (if they cannot perform a charge) to interpose themselves between their summoner and danger.

Out of Combat

Summoned Monsters typically do not exist outside of combat, but if abilities are used to make them do so, they are friendly, helpful, but essentially mute. Even if they do possess useful knowledge or information, they typically cannot speak so they are unable to impart it. They only exist to aid their summoner in battle.

Rewards

This creature does not award any experience points (XP) or treasure when defeated.

Summoned Monster  (CR )

Alignment: As Caster – Size: Medium – Type: Outsider

Perception:
-1 -11
Passive Active
Creature Health
0 0 0
Hit Points Bloodied Hit Dice
Saving Throws
Fort: 0
Refl: -5
Will: -5

Senses:

Movement Types:

  • Walk 30 ft.
  • additional move types per summon spell

Skills:

  • All skills: +-11

Feats:

  • none

Languages:

  • Able to understand, but not speak, one language the summoner knows at the Native fluency.


Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+0
Sword Icon 3.png
Man Off
-12
Sword Icon 3.png
AC
Shield Icon 3.png
0
Man Def
Shield Icon 3.png
0

Standard Attack (Melee):

Full Attack (Melee):

Standard Attack (Ranged):

  • none

Full Attack (Ranged):

  • none

Special Abilities

Obedient (Ex) Always On
A Summoned Monster always looks to its summoner for direction. As a result of this obedience, a summoned monster only has one standard action per round, but, its summoner may always 'gift' it one of either a Standard, Move, or Swift action, at the expense of giving up their own Standard, Move, or Swift action (respectively) in return. A Summoned Monster may trade down its own Standard action for a Move action or a Swift action as normal, and indeed, this is how a Summoned Monster usually takes move actions.

A Summoned Monster may take a 5-Foot Step in any round in which it does not use a Move Action to move.

A Summoned Monster has no sense of self preservation, existing only to help their summoner. As a result, they will take actions that are harmful to them, such as triggering traps, moving to provoke attacks of opportunity, or leaping into bottomless pits of doom, without hesitation.

Summoned Strike (Ex) Standard Action
Once per round as a standard action, a Summoned Monster may perform a Summoned Strike. This is a melee attack which never provokes attacks of opportunity. (The exact details and special effects of the attack are left to the player and referee to work out, but it should be a thematic 'fit' with the creature's appearance.) Summoned Strike cannot be used as a ranged attack, unless the summoner has some means of altering the power to do so.

Summoned Strike affects a single enemy creature, hits automatically, and inflicts 0 points of bludgeoning (physical, common) damage per attack. Affected creatures are allowed to make a Fort save against a DC of 0 to take half damage.

Be sure to stand in the right place...

Summoned Monster (CR )

A Summoned Monster is an ally creature created, or summoned, or coerced, into existence when a Summon Monster spell (and all related summoning abilities) are used. A Summoned Monster can have nearly any appearance, as the summoning creature (player) is allowed to define what their preferred ally looks like, how it acts, and how it comports itself.

Some summoned monsters may look like swarms of insects, forest creatures, or even trees and bushes. Others look like noble stags, moose, or other sylvan creatures. Yet others look like fanciful silver-frosted great wolves, or ghostly tigers, red-eyed bulls, or terrifying eagles of ice. Summoned monsters can look like mundane monsters, such as standard-seeming orcs, obedient goblins, or helpful ogres. Yet others look like glowing outlines of celestial beings, inky blots of smoky darkness, gold-plated statues, animated chairs, masses of tentacles, rolling wheels full of eyes, scarecrows, or any of a thousand other forms.

In general, the player and the referee should decide together on the summoned creature's appearance. If the player wants to have a 'signature' creature that they always summon, that is perfectly allowed, or they can allow the GM to assign the appearance of the summoned monster every time it shows up. In all cases, no matter the appearance, a summoned monster ALWAYS has ONLY the powers and abilities ascribed to it by the write-up below. Summoning a Roc does not mean the creature is vast and able to fly, unless the summoner has some way of giving the creature those characteristics. Mechanically, every summoned monster has access to the same attacks and abilities. Without using feats or other modifiers, all summoned monsters of a given CR, no matter their appearance, have the same combat efficacy.

Combat Tactics

Summoned Monsters always act as faithful allies of their Summoner, and if not actively directed, will always work for the best interests of their Summoner, based upon their (possibly limited) information about what their Summoner needs. They will typically move into combat fearlessly, provoking attacks of opportunity and working to set up flanks, or block attackers from moving freely. As a free action, their summoner may direct them in what they should do.

If they cannot reach melee in a single move, they will usually charge the nearest foe, or convert their standard action to a move action to move in (if they cannot perform a charge) to interpose themselves between their summoner and danger.

Out of Combat

Summoned Monsters typically do not exist outside of combat, but if abilities are used to make them do so, they are friendly, helpful, but essentially mute. Even if they do possess useful knowledge or information, they typically cannot speak so they are unable to impart it. They only exist to aid their summoner in battle.

Rewards

This creature does not award any experience points (XP) or treasure when defeated.

Summoned Monster  (CR )

Alignment: As Caster – Size: Medium – Type: Outsider

Perception:
-1 -11
Passive Active
Creature Health
0 0 0
Hit Points Bloodied Hit Dice
Saving Throws
Fort: 0
Refl: -5
Will: -5

Senses:

Movement Types:

  • Walk 30 ft.
  • additional move types per summon spell

Skills:

  • All skills: +-11

Feats:

  • none

Languages:

  • Able to understand, but not speak, one language the summoner knows at the Native fluency.


Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+0
Sword Icon 3.png
Man Off
-12
Sword Icon 3.png
AC
Shield Icon 3.png
0
Man Def
Shield Icon 3.png
0

Standard Attack (Melee):

Full Attack (Melee):

Standard Attack (Ranged):

  • none

Full Attack (Ranged):

  • none

Special Abilities

Obedient (Ex) Always On
A Summoned Monster always looks to its summoner for direction. As a result of this obedience, a summoned monster only has one standard action per round, but, its summoner may always 'gift' it one of either a Standard, Move, or Swift action, at the expense of giving up their own Standard, Move, or Swift action (respectively) in return. A Summoned Monster may trade down its own Standard action for a Move action or a Swift action as normal, and indeed, this is how a Summoned Monster usually takes move actions.

A Summoned Monster may take a 5-Foot Step in any round in which it does not use a Move Action to move.

A Summoned Monster has no sense of self preservation, existing only to help their summoner. As a result, they will take actions that are harmful to them, such as triggering traps, moving to provoke attacks of opportunity, or leaping into bottomless pits of doom, without hesitation.

Summoned Strike (Ex) Standard Action
Once per round as a standard action, a Summoned Monster may perform a Summoned Strike. This is a melee attack which never provokes attacks of opportunity. (The exact details and special effects of the attack are left to the player and referee to work out, but it should be a thematic 'fit' with the creature's appearance.) Summoned Strike cannot be used as a ranged attack, unless the summoner has some means of altering the power to do so.

Summoned Strike affects a single enemy creature, hits automatically, and inflicts 0 points of bludgeoning (physical, common) damage per attack. Affected creatures are allowed to make a Fort save against a DC of 0 to take half damage.

Be sure to stand in the right place...

Summoned Monster (CR )

A Summoned Monster is an ally creature created, or summoned, or coerced, into existence when a Summon Monster spell (and all related summoning abilities) are used. A Summoned Monster can have nearly any appearance, as the summoning creature (player) is allowed to define what their preferred ally looks like, how it acts, and how it comports itself.

Some summoned monsters may look like swarms of insects, forest creatures, or even trees and bushes. Others look like noble stags, moose, or other sylvan creatures. Yet others look like fanciful silver-frosted great wolves, or ghostly tigers, red-eyed bulls, or terrifying eagles of ice. Summoned monsters can look like mundane monsters, such as standard-seeming orcs, obedient goblins, or helpful ogres. Yet others look like glowing outlines of celestial beings, inky blots of smoky darkness, gold-plated statues, animated chairs, masses of tentacles, rolling wheels full of eyes, scarecrows, or any of a thousand other forms.

In general, the player and the referee should decide together on the summoned creature's appearance. If the player wants to have a 'signature' creature that they always summon, that is perfectly allowed, or they can allow the GM to assign the appearance of the summoned monster every time it shows up. In all cases, no matter the appearance, a summoned monster ALWAYS has ONLY the powers and abilities ascribed to it by the write-up below. Summoning a Roc does not mean the creature is vast and able to fly, unless the summoner has some way of giving the creature those characteristics. Mechanically, every summoned monster has access to the same attacks and abilities. Without using feats or other modifiers, all summoned monsters of a given CR, no matter their appearance, have the same combat efficacy.

Combat Tactics

Summoned Monsters always act as faithful allies of their Summoner, and if not actively directed, will always work for the best interests of their Summoner, based upon their (possibly limited) information about what their Summoner needs. They will typically move into combat fearlessly, provoking attacks of opportunity and working to set up flanks, or block attackers from moving freely. As a free action, their summoner may direct them in what they should do.

If they cannot reach melee in a single move, they will usually charge the nearest foe, or convert their standard action to a move action to move in (if they cannot perform a charge) to interpose themselves between their summoner and danger.

Out of Combat

Summoned Monsters typically do not exist outside of combat, but if abilities are used to make them do so, they are friendly, helpful, but essentially mute. Even if they do possess useful knowledge or information, they typically cannot speak so they are unable to impart it. They only exist to aid their summoner in battle.

Rewards

This creature does not award any experience points (XP) or treasure when defeated.


Supreme Air Elemental 24 Outsider
Supreme Earth Elemental 24 Outsider
Supreme Fire Elemental 24 Outsider
Supreme Water Elemental 24 Outsider
Thoraxian Flogger 24 Vermin (Thorciasid)
Umbrous Grey Ooze 24 Ooze
Vermiurge Supplicant 24 Heavy Construct, Prodigy
White Lady 24 Undead, Ghost, Incorporeal
Withering Caustic Walker 24 Magical Beast (digester)
Xeph Sky Pirate 24 Outsider
Xorn Spire 24 Outsider

CR 25

Creature Name CR Role Type
CR 25 Blueprint Lore CR 25 Blueprint CR 25 Blueprint CR 25 Blueprint
Aboleth Soothsayer 25 Aberration
Anluin Rictus 25 Aberration
Arch Lich 25 Tank Undead
Ardent Remorhaz 25 Magical Beast
Battle-Scarred Anaxim 25 Heavy Construct, Prodigy, Outsider
Blustery Chichimec 25 Outsider, Air
Bonestorm 25 Undead, Swarm
Brightfire Magmin 25 Outsider
Byakko Oni 25 Monstrous Humanoid
Cannibal Turtle 25 Animal, Monstrosity
Clionean Nymph 25 Fey
Cloud Giant Aerialist 25 Monstrous Humanoid
Common Prismatic Dragon 25 Threat Dragon, Outsider
Death Giant 25 Monstrous Humanoid
Death-Head Spider 25 Vermin
Dessicating Green Slime 25 Ooze
Dismantled Zombie Parts 25 Minion Undead
Dissonance Wasp 25 Vermin
Drider Paragon 25 Heavy Aberration
Dromite Colonist 25 Vermin
Drow Regent 25 Leader Fey
Duergar Dredger 25 Humanoid
Ebon Gloom 25 Humanoid
Efreet Flamestrider 25 Outsider
Fearsome Force Dragon 25 Threat Dragon, Outsider
Flesh Golem Incarnate 25 Heavy Construct, Prodigy
Formian Mother 25 Threat Aberration, Vermin
Frost Titan 25 Monstrous Humanoid, Giant
Graeae Witch 25 Monstrous Humanoid, Fey
Howling Destrachan 25 Magical Beast
Imperious Red Wyrm 25 Villain Dragon
Jungle-Strider 25 Legend Magical Beast, Great Cat, Monstrosity
Lava Wight 25 Undead
Meaningless Chaos Beast 25 Tank Outsider
Melancholy Le Shay 25 Fey
Moonhunter Scorpion 25 Vermin
Mountain Ogre 25 Heavy Monstrous Humanoid
Obdurate Gargoyle 25 Monstrous Humanoid
Ornate Couatl 25 Outsider, Native
Plane-Seeker Worm-That-Walks 25 Killer Construct, Prodigy
Prismatic Hydra 25 Shooter Magical Beast
Rogue Elephant 25 Legend Animal Monstrosity
Rot Fly Procreator 25 Vermin
Sahuagin Chosen 25 Aberration
Sight-Binder Mummy 25 Threat Undead
Spike Hound 25 Aberration
Splattering Varmint 25 Aberration, Disease, Vermin
Spirit Naga 25 Aberration
Storm Giant Wracker 25 Monstrous Humanoid
Summoned Monster CR 25 Lore

Summoned Monster  (CR )

Alignment: As Caster – Size: Medium – Type: Outsider

Perception:
-1 -11
Passive Active
Creature Health
0 0 0
Hit Points Bloodied Hit Dice
Saving Throws
Fort: 0
Refl: -5
Will: -5

Senses:

Movement Types:

  • Walk 30 ft.
  • additional move types per summon spell

Skills:

  • All skills: +-11

Feats:

  • none

Languages:

  • Able to understand, but not speak, one language the summoner knows at the Native fluency.


Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+0
Sword Icon 3.png
Man Off
-12
Sword Icon 3.png
AC
Shield Icon 3.png
0
Man Def
Shield Icon 3.png
0

Standard Attack (Melee):

Full Attack (Melee):

Standard Attack (Ranged):

  • none

Full Attack (Ranged):

  • none

Special Abilities

Obedient (Ex) Always On
A Summoned Monster always looks to its summoner for direction. As a result of this obedience, a summoned monster only has one standard action per round, but, its summoner may always 'gift' it one of either a Standard, Move, or Swift action, at the expense of giving up their own Standard, Move, or Swift action (respectively) in return. A Summoned Monster may trade down its own Standard action for a Move action or a Swift action as normal, and indeed, this is how a Summoned Monster usually takes move actions.

A Summoned Monster may take a 5-Foot Step in any round in which it does not use a Move Action to move.

A Summoned Monster has no sense of self preservation, existing only to help their summoner. As a result, they will take actions that are harmful to them, such as triggering traps, moving to provoke attacks of opportunity, or leaping into bottomless pits of doom, without hesitation.

Summoned Strike (Ex) Standard Action
Once per round as a standard action, a Summoned Monster may perform a Summoned Strike. This is a melee attack which never provokes attacks of opportunity. (The exact details and special effects of the attack are left to the player and referee to work out, but it should be a thematic 'fit' with the creature's appearance.) Summoned Strike cannot be used as a ranged attack, unless the summoner has some means of altering the power to do so.

Summoned Strike affects a single enemy creature, hits automatically, and inflicts 0 points of bludgeoning (physical, common) damage per attack. Affected creatures are allowed to make a Fort save against a DC of 0 to take half damage.

Be sure to stand in the right place...

Summoned Monster (CR )

A Summoned Monster is an ally creature created, or summoned, or coerced, into existence when a Summon Monster spell (and all related summoning abilities) are used. A Summoned Monster can have nearly any appearance, as the summoning creature (player) is allowed to define what their preferred ally looks like, how it acts, and how it comports itself.

Some summoned monsters may look like swarms of insects, forest creatures, or even trees and bushes. Others look like noble stags, moose, or other sylvan creatures. Yet others look like fanciful silver-frosted great wolves, or ghostly tigers, red-eyed bulls, or terrifying eagles of ice. Summoned monsters can look like mundane monsters, such as standard-seeming orcs, obedient goblins, or helpful ogres. Yet others look like glowing outlines of celestial beings, inky blots of smoky darkness, gold-plated statues, animated chairs, masses of tentacles, rolling wheels full of eyes, scarecrows, or any of a thousand other forms.

In general, the player and the referee should decide together on the summoned creature's appearance. If the player wants to have a 'signature' creature that they always summon, that is perfectly allowed, or they can allow the GM to assign the appearance of the summoned monster every time it shows up. In all cases, no matter the appearance, a summoned monster ALWAYS has ONLY the powers and abilities ascribed to it by the write-up below. Summoning a Roc does not mean the creature is vast and able to fly, unless the summoner has some way of giving the creature those characteristics. Mechanically, every summoned monster has access to the same attacks and abilities. Without using feats or other modifiers, all summoned monsters of a given CR, no matter their appearance, have the same combat efficacy.

Combat Tactics

Summoned Monsters always act as faithful allies of their Summoner, and if not actively directed, will always work for the best interests of their Summoner, based upon their (possibly limited) information about what their Summoner needs. They will typically move into combat fearlessly, provoking attacks of opportunity and working to set up flanks, or block attackers from moving freely. As a free action, their summoner may direct them in what they should do.

If they cannot reach melee in a single move, they will usually charge the nearest foe, or convert their standard action to a move action to move in (if they cannot perform a charge) to interpose themselves between their summoner and danger.

Out of Combat

Summoned Monsters typically do not exist outside of combat, but if abilities are used to make them do so, they are friendly, helpful, but essentially mute. Even if they do possess useful knowledge or information, they typically cannot speak so they are unable to impart it. They only exist to aid their summoner in battle.

Rewards

This creature does not award any experience points (XP) or treasure when defeated.

Summoned Monster  (CR )

Alignment: As Caster – Size: Medium – Type: Outsider

Perception:
-1 -11
Passive Active
Creature Health
0 0 0
Hit Points Bloodied Hit Dice
Saving Throws
Fort: 0
Refl: -5
Will: -5

Senses:

Movement Types:

  • Walk 30 ft.
  • additional move types per summon spell

Skills:

  • All skills: +-11

Feats:

  • none

Languages:

  • Able to understand, but not speak, one language the summoner knows at the Native fluency.


Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+0
Sword Icon 3.png
Man Off
-12
Sword Icon 3.png
AC
Shield Icon 3.png
0
Man Def
Shield Icon 3.png
0

Standard Attack (Melee):

Full Attack (Melee):

Standard Attack (Ranged):

  • none

Full Attack (Ranged):

  • none

Special Abilities

Obedient (Ex) Always On
A Summoned Monster always looks to its summoner for direction. As a result of this obedience, a summoned monster only has one standard action per round, but, its summoner may always 'gift' it one of either a Standard, Move, or Swift action, at the expense of giving up their own Standard, Move, or Swift action (respectively) in return. A Summoned Monster may trade down its own Standard action for a Move action or a Swift action as normal, and indeed, this is how a Summoned Monster usually takes move actions.

A Summoned Monster may take a 5-Foot Step in any round in which it does not use a Move Action to move.

A Summoned Monster has no sense of self preservation, existing only to help their summoner. As a result, they will take actions that are harmful to them, such as triggering traps, moving to provoke attacks of opportunity, or leaping into bottomless pits of doom, without hesitation.

Summoned Strike (Ex) Standard Action
Once per round as a standard action, a Summoned Monster may perform a Summoned Strike. This is a melee attack which never provokes attacks of opportunity. (The exact details and special effects of the attack are left to the player and referee to work out, but it should be a thematic 'fit' with the creature's appearance.) Summoned Strike cannot be used as a ranged attack, unless the summoner has some means of altering the power to do so.

Summoned Strike affects a single enemy creature, hits automatically, and inflicts 0 points of bludgeoning (physical, common) damage per attack. Affected creatures are allowed to make a Fort save against a DC of 0 to take half damage.

Be sure to stand in the right place...

Summoned Monster (CR )

A Summoned Monster is an ally creature created, or summoned, or coerced, into existence when a Summon Monster spell (and all related summoning abilities) are used. A Summoned Monster can have nearly any appearance, as the summoning creature (player) is allowed to define what their preferred ally looks like, how it acts, and how it comports itself.

Some summoned monsters may look like swarms of insects, forest creatures, or even trees and bushes. Others look like noble stags, moose, or other sylvan creatures. Yet others look like fanciful silver-frosted great wolves, or ghostly tigers, red-eyed bulls, or terrifying eagles of ice. Summoned monsters can look like mundane monsters, such as standard-seeming orcs, obedient goblins, or helpful ogres. Yet others look like glowing outlines of celestial beings, inky blots of smoky darkness, gold-plated statues, animated chairs, masses of tentacles, rolling wheels full of eyes, scarecrows, or any of a thousand other forms.

In general, the player and the referee should decide together on the summoned creature's appearance. If the player wants to have a 'signature' creature that they always summon, that is perfectly allowed, or they can allow the GM to assign the appearance of the summoned monster every time it shows up. In all cases, no matter the appearance, a summoned monster ALWAYS has ONLY the powers and abilities ascribed to it by the write-up below. Summoning a Roc does not mean the creature is vast and able to fly, unless the summoner has some way of giving the creature those characteristics. Mechanically, every summoned monster has access to the same attacks and abilities. Without using feats or other modifiers, all summoned monsters of a given CR, no matter their appearance, have the same combat efficacy.

Combat Tactics

Summoned Monsters always act as faithful allies of their Summoner, and if not actively directed, will always work for the best interests of their Summoner, based upon their (possibly limited) information about what their Summoner needs. They will typically move into combat fearlessly, provoking attacks of opportunity and working to set up flanks, or block attackers from moving freely. As a free action, their summoner may direct them in what they should do.

If they cannot reach melee in a single move, they will usually charge the nearest foe, or convert their standard action to a move action to move in (if they cannot perform a charge) to interpose themselves between their summoner and danger.

Out of Combat

Summoned Monsters typically do not exist outside of combat, but if abilities are used to make them do so, they are friendly, helpful, but essentially mute. Even if they do possess useful knowledge or information, they typically cannot speak so they are unable to impart it. They only exist to aid their summoner in battle.

Rewards

This creature does not award any experience points (XP) or treasure when defeated.

Summoned Monster  (CR )

Alignment: As Caster – Size: Medium – Type: Outsider

Perception:
-1 -11
Passive Active
Creature Health
0 0 0
Hit Points Bloodied Hit Dice
Saving Throws
Fort: 0
Refl: -5
Will: -5

Senses:

Movement Types:

  • Walk 30 ft.
  • additional move types per summon spell

Skills:

  • All skills: +-11

Feats:

  • none

Languages:

  • Able to understand, but not speak, one language the summoner knows at the Native fluency.


Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+0
Sword Icon 3.png
Man Off
-12
Sword Icon 3.png
AC
Shield Icon 3.png
0
Man Def
Shield Icon 3.png
0

Standard Attack (Melee):

Full Attack (Melee):

Standard Attack (Ranged):

  • none

Full Attack (Ranged):

  • none

Special Abilities

Obedient (Ex) Always On
A Summoned Monster always looks to its summoner for direction. As a result of this obedience, a summoned monster only has one standard action per round, but, its summoner may always 'gift' it one of either a Standard, Move, or Swift action, at the expense of giving up their own Standard, Move, or Swift action (respectively) in return. A Summoned Monster may trade down its own Standard action for a Move action or a Swift action as normal, and indeed, this is how a Summoned Monster usually takes move actions.

A Summoned Monster may take a 5-Foot Step in any round in which it does not use a Move Action to move.

A Summoned Monster has no sense of self preservation, existing only to help their summoner. As a result, they will take actions that are harmful to them, such as triggering traps, moving to provoke attacks of opportunity, or leaping into bottomless pits of doom, without hesitation.

Summoned Strike (Ex) Standard Action
Once per round as a standard action, a Summoned Monster may perform a Summoned Strike. This is a melee attack which never provokes attacks of opportunity. (The exact details and special effects of the attack are left to the player and referee to work out, but it should be a thematic 'fit' with the creature's appearance.) Summoned Strike cannot be used as a ranged attack, unless the summoner has some means of altering the power to do so.

Summoned Strike affects a single enemy creature, hits automatically, and inflicts 0 points of bludgeoning (physical, common) damage per attack. Affected creatures are allowed to make a Fort save against a DC of 0 to take half damage.

Be sure to stand in the right place...

Summoned Monster (CR )

A Summoned Monster is an ally creature created, or summoned, or coerced, into existence when a Summon Monster spell (and all related summoning abilities) are used. A Summoned Monster can have nearly any appearance, as the summoning creature (player) is allowed to define what their preferred ally looks like, how it acts, and how it comports itself.

Some summoned monsters may look like swarms of insects, forest creatures, or even trees and bushes. Others look like noble stags, moose, or other sylvan creatures. Yet others look like fanciful silver-frosted great wolves, or ghostly tigers, red-eyed bulls, or terrifying eagles of ice. Summoned monsters can look like mundane monsters, such as standard-seeming orcs, obedient goblins, or helpful ogres. Yet others look like glowing outlines of celestial beings, inky blots of smoky darkness, gold-plated statues, animated chairs, masses of tentacles, rolling wheels full of eyes, scarecrows, or any of a thousand other forms.

In general, the player and the referee should decide together on the summoned creature's appearance. If the player wants to have a 'signature' creature that they always summon, that is perfectly allowed, or they can allow the GM to assign the appearance of the summoned monster every time it shows up. In all cases, no matter the appearance, a summoned monster ALWAYS has ONLY the powers and abilities ascribed to it by the write-up below. Summoning a Roc does not mean the creature is vast and able to fly, unless the summoner has some way of giving the creature those characteristics. Mechanically, every summoned monster has access to the same attacks and abilities. Without using feats or other modifiers, all summoned monsters of a given CR, no matter their appearance, have the same combat efficacy.

Combat Tactics

Summoned Monsters always act as faithful allies of their Summoner, and if not actively directed, will always work for the best interests of their Summoner, based upon their (possibly limited) information about what their Summoner needs. They will typically move into combat fearlessly, provoking attacks of opportunity and working to set up flanks, or block attackers from moving freely. As a free action, their summoner may direct them in what they should do.

If they cannot reach melee in a single move, they will usually charge the nearest foe, or convert their standard action to a move action to move in (if they cannot perform a charge) to interpose themselves between their summoner and danger.

Out of Combat

Summoned Monsters typically do not exist outside of combat, but if abilities are used to make them do so, they are friendly, helpful, but essentially mute. Even if they do possess useful knowledge or information, they typically cannot speak so they are unable to impart it. They only exist to aid their summoner in battle.

Rewards

This creature does not award any experience points (XP) or treasure when defeated.


Terrible Mandrill 25 Legend Magical Beast, Great Ape, Monstrosity
Ursus Northern Bruin 25 Legend Magical Beast, Monstrosity
Void Zombie 25 Undead
Vorpal Boar 25 Legend Magical Beast, Monstrosity
Xeph Rigger 25 Outsider
Zeta Strain Zombie Beast 25 Undead

CR 26

Creature Name CR Role Type
CR 26 Blueprint Lore CR 26 Blueprint CR 26 Blueprint CR 26 Blueprint
Autumnal Dryad 26 Fey
Cloud Giant Parhelion 26 Monstrous Humanoid
Curse Orchard Treant 26 Troop Plant
Death Giant Measurer 26 Monstrous Humanoid
Deep-Reach Crocodilian 26 Legend Magical Beast, Monstrosity
Degrading Xill 26 Outsider
Doppelganger Gleaner 26 Protean
Drow Warden 26 Fey
Efreet Pyresinger 26 Outsider
Ettercap Entangler 26 Aberration
Fey Kraken 26 Threat Magical Beast, Fey, Monstrosity
Flickering Astral Construct 26 Construct, Outsider
Forgotten Ghost 26 Undead, Incorporeal
Friggyn 26 Aberration
Frostwind Wolf 26 Outsider
Giant Atavistic Wolverine 26 Heavy Animal, Monstrosity
Greater Purple Worm 26 Heavy Magical Beast
Helleskrieg Flockling 26 Outsider, Aberration
Hysterical Maenad 26 Humanoid
Jalk 26 Aberration
Keekoroy 26 Aberration
Lightning Stag 26 Legend Animal, Fey
Nightcrawler Shadow 26 Sneak Undead, Incorporeal
Rakshasa Emir 26 Outsider, Native
Red-Breasted Roc 26 Magical Beast, Monstrosity
Royal Purple Worm 26 Leader Magical Beast
Sanguinary Hemorrhagic Pudding 26 Ooze
Sirrush Smoke-Eater 26 Legend Magical Beast, Monstrosity
Skinslough Wendigo 26 Protean
Smoky Apocalypse Skeleton 26 Undead
Somber Crool Coquette 26 Humanoid
Starless Wraith 26 Undead, Incorporeal
Stasis Phane 26 Outsider
Storm Giant Destroyer 26 Monstrous Humanoid
Subordinate Arch-Fiend 26 Leader Outsider, Devil
Summoned Monster CR 26 Lore

Summoned Monster  (CR )

Alignment: As Caster – Size: Medium – Type: Outsider

Perception:
-1 -11
Passive Active
Creature Health
0 0 0
Hit Points Bloodied Hit Dice
Saving Throws
Fort: 0
Refl: -5
Will: -5

Senses:

Movement Types:

  • Walk 30 ft.
  • additional move types per summon spell

Skills:

  • All skills: +-11

Feats:

  • none

Languages:

  • Able to understand, but not speak, one language the summoner knows at the Native fluency.


Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+0
Sword Icon 3.png
Man Off
-12
Sword Icon 3.png
AC
Shield Icon 3.png
0
Man Def
Shield Icon 3.png
0

Standard Attack (Melee):

Full Attack (Melee):

Standard Attack (Ranged):

  • none

Full Attack (Ranged):

  • none

Special Abilities

Obedient (Ex) Always On
A Summoned Monster always looks to its summoner for direction. As a result of this obedience, a summoned monster only has one standard action per round, but, its summoner may always 'gift' it one of either a Standard, Move, or Swift action, at the expense of giving up their own Standard, Move, or Swift action (respectively) in return. A Summoned Monster may trade down its own Standard action for a Move action or a Swift action as normal, and indeed, this is how a Summoned Monster usually takes move actions.

A Summoned Monster may take a 5-Foot Step in any round in which it does not use a Move Action to move.

A Summoned Monster has no sense of self preservation, existing only to help their summoner. As a result, they will take actions that are harmful to them, such as triggering traps, moving to provoke attacks of opportunity, or leaping into bottomless pits of doom, without hesitation.

Summoned Strike (Ex) Standard Action
Once per round as a standard action, a Summoned Monster may perform a Summoned Strike. This is a melee attack which never provokes attacks of opportunity. (The exact details and special effects of the attack are left to the player and referee to work out, but it should be a thematic 'fit' with the creature's appearance.) Summoned Strike cannot be used as a ranged attack, unless the summoner has some means of altering the power to do so.

Summoned Strike affects a single enemy creature, hits automatically, and inflicts 0 points of bludgeoning (physical, common) damage per attack. Affected creatures are allowed to make a Fort save against a DC of 0 to take half damage.

Be sure to stand in the right place...

Summoned Monster (CR )

A Summoned Monster is an ally creature created, or summoned, or coerced, into existence when a Summon Monster spell (and all related summoning abilities) are used. A Summoned Monster can have nearly any appearance, as the summoning creature (player) is allowed to define what their preferred ally looks like, how it acts, and how it comports itself.

Some summoned monsters may look like swarms of insects, forest creatures, or even trees and bushes. Others look like noble stags, moose, or other sylvan creatures. Yet others look like fanciful silver-frosted great wolves, or ghostly tigers, red-eyed bulls, or terrifying eagles of ice. Summoned monsters can look like mundane monsters, such as standard-seeming orcs, obedient goblins, or helpful ogres. Yet others look like glowing outlines of celestial beings, inky blots of smoky darkness, gold-plated statues, animated chairs, masses of tentacles, rolling wheels full of eyes, scarecrows, or any of a thousand other forms.

In general, the player and the referee should decide together on the summoned creature's appearance. If the player wants to have a 'signature' creature that they always summon, that is perfectly allowed, or they can allow the GM to assign the appearance of the summoned monster every time it shows up. In all cases, no matter the appearance, a summoned monster ALWAYS has ONLY the powers and abilities ascribed to it by the write-up below. Summoning a Roc does not mean the creature is vast and able to fly, unless the summoner has some way of giving the creature those characteristics. Mechanically, every summoned monster has access to the same attacks and abilities. Without using feats or other modifiers, all summoned monsters of a given CR, no matter their appearance, have the same combat efficacy.

Combat Tactics

Summoned Monsters always act as faithful allies of their Summoner, and if not actively directed, will always work for the best interests of their Summoner, based upon their (possibly limited) information about what their Summoner needs. They will typically move into combat fearlessly, provoking attacks of opportunity and working to set up flanks, or block attackers from moving freely. As a free action, their summoner may direct them in what they should do.

If they cannot reach melee in a single move, they will usually charge the nearest foe, or convert their standard action to a move action to move in (if they cannot perform a charge) to interpose themselves between their summoner and danger.

Out of Combat

Summoned Monsters typically do not exist outside of combat, but if abilities are used to make them do so, they are friendly, helpful, but essentially mute. Even if they do possess useful knowledge or information, they typically cannot speak so they are unable to impart it. They only exist to aid their summoner in battle.

Rewards

This creature does not award any experience points (XP) or treasure when defeated.

Summoned Monster  (CR )

Alignment: As Caster – Size: Medium – Type: Outsider

Perception:
-1 -11
Passive Active
Creature Health
0 0 0
Hit Points Bloodied Hit Dice
Saving Throws
Fort: 0
Refl: -5
Will: -5

Senses:

Movement Types:

  • Walk 30 ft.
  • additional move types per summon spell

Skills:

  • All skills: +-11

Feats:

  • none

Languages:

  • Able to understand, but not speak, one language the summoner knows at the Native fluency.


Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+0
Sword Icon 3.png
Man Off
-12
Sword Icon 3.png
AC
Shield Icon 3.png
0
Man Def
Shield Icon 3.png
0

Standard Attack (Melee):

Full Attack (Melee):

Standard Attack (Ranged):

  • none

Full Attack (Ranged):

  • none

Special Abilities

Obedient (Ex) Always On
A Summoned Monster always looks to its summoner for direction. As a result of this obedience, a summoned monster only has one standard action per round, but, its summoner may always 'gift' it one of either a Standard, Move, or Swift action, at the expense of giving up their own Standard, Move, or Swift action (respectively) in return. A Summoned Monster may trade down its own Standard action for a Move action or a Swift action as normal, and indeed, this is how a Summoned Monster usually takes move actions.

A Summoned Monster may take a 5-Foot Step in any round in which it does not use a Move Action to move.

A Summoned Monster has no sense of self preservation, existing only to help their summoner. As a result, they will take actions that are harmful to them, such as triggering traps, moving to provoke attacks of opportunity, or leaping into bottomless pits of doom, without hesitation.

Summoned Strike (Ex) Standard Action
Once per round as a standard action, a Summoned Monster may perform a Summoned Strike. This is a melee attack which never provokes attacks of opportunity. (The exact details and special effects of the attack are left to the player and referee to work out, but it should be a thematic 'fit' with the creature's appearance.) Summoned Strike cannot be used as a ranged attack, unless the summoner has some means of altering the power to do so.

Summoned Strike affects a single enemy creature, hits automatically, and inflicts 0 points of bludgeoning (physical, common) damage per attack. Affected creatures are allowed to make a Fort save against a DC of 0 to take half damage.

Be sure to stand in the right place...

Summoned Monster (CR )

A Summoned Monster is an ally creature created, or summoned, or coerced, into existence when a Summon Monster spell (and all related summoning abilities) are used. A Summoned Monster can have nearly any appearance, as the summoning creature (player) is allowed to define what their preferred ally looks like, how it acts, and how it comports itself.

Some summoned monsters may look like swarms of insects, forest creatures, or even trees and bushes. Others look like noble stags, moose, or other sylvan creatures. Yet others look like fanciful silver-frosted great wolves, or ghostly tigers, red-eyed bulls, or terrifying eagles of ice. Summoned monsters can look like mundane monsters, such as standard-seeming orcs, obedient goblins, or helpful ogres. Yet others look like glowing outlines of celestial beings, inky blots of smoky darkness, gold-plated statues, animated chairs, masses of tentacles, rolling wheels full of eyes, scarecrows, or any of a thousand other forms.

In general, the player and the referee should decide together on the summoned creature's appearance. If the player wants to have a 'signature' creature that they always summon, that is perfectly allowed, or they can allow the GM to assign the appearance of the summoned monster every time it shows up. In all cases, no matter the appearance, a summoned monster ALWAYS has ONLY the powers and abilities ascribed to it by the write-up below. Summoning a Roc does not mean the creature is vast and able to fly, unless the summoner has some way of giving the creature those characteristics. Mechanically, every summoned monster has access to the same attacks and abilities. Without using feats or other modifiers, all summoned monsters of a given CR, no matter their appearance, have the same combat efficacy.

Combat Tactics

Summoned Monsters always act as faithful allies of their Summoner, and if not actively directed, will always work for the best interests of their Summoner, based upon their (possibly limited) information about what their Summoner needs. They will typically move into combat fearlessly, provoking attacks of opportunity and working to set up flanks, or block attackers from moving freely. As a free action, their summoner may direct them in what they should do.

If they cannot reach melee in a single move, they will usually charge the nearest foe, or convert their standard action to a move action to move in (if they cannot perform a charge) to interpose themselves between their summoner and danger.

Out of Combat

Summoned Monsters typically do not exist outside of combat, but if abilities are used to make them do so, they are friendly, helpful, but essentially mute. Even if they do possess useful knowledge or information, they typically cannot speak so they are unable to impart it. They only exist to aid their summoner in battle.

Rewards

This creature does not award any experience points (XP) or treasure when defeated.

Summoned Monster  (CR )

Alignment: As Caster – Size: Medium – Type: Outsider

Perception:
-1 -11
Passive Active
Creature Health
0 0 0
Hit Points Bloodied Hit Dice
Saving Throws
Fort: 0
Refl: -5
Will: -5

Senses:

Movement Types:

  • Walk 30 ft.
  • additional move types per summon spell

Skills:

  • All skills: +-11

Feats:

  • none

Languages:

  • Able to understand, but not speak, one language the summoner knows at the Native fluency.


Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+0
Sword Icon 3.png
Man Off
-12
Sword Icon 3.png
AC
Shield Icon 3.png
0
Man Def
Shield Icon 3.png
0

Standard Attack (Melee):

Full Attack (Melee):

Standard Attack (Ranged):

  • none

Full Attack (Ranged):

  • none

Special Abilities

Obedient (Ex) Always On
A Summoned Monster always looks to its summoner for direction. As a result of this obedience, a summoned monster only has one standard action per round, but, its summoner may always 'gift' it one of either a Standard, Move, or Swift action, at the expense of giving up their own Standard, Move, or Swift action (respectively) in return. A Summoned Monster may trade down its own Standard action for a Move action or a Swift action as normal, and indeed, this is how a Summoned Monster usually takes move actions.

A Summoned Monster may take a 5-Foot Step in any round in which it does not use a Move Action to move.

A Summoned Monster has no sense of self preservation, existing only to help their summoner. As a result, they will take actions that are harmful to them, such as triggering traps, moving to provoke attacks of opportunity, or leaping into bottomless pits of doom, without hesitation.

Summoned Strike (Ex) Standard Action
Once per round as a standard action, a Summoned Monster may perform a Summoned Strike. This is a melee attack which never provokes attacks of opportunity. (The exact details and special effects of the attack are left to the player and referee to work out, but it should be a thematic 'fit' with the creature's appearance.) Summoned Strike cannot be used as a ranged attack, unless the summoner has some means of altering the power to do so.

Summoned Strike affects a single enemy creature, hits automatically, and inflicts 0 points of bludgeoning (physical, common) damage per attack. Affected creatures are allowed to make a Fort save against a DC of 0 to take half damage.

Be sure to stand in the right place...

Summoned Monster (CR )

A Summoned Monster is an ally creature created, or summoned, or coerced, into existence when a Summon Monster spell (and all related summoning abilities) are used. A Summoned Monster can have nearly any appearance, as the summoning creature (player) is allowed to define what their preferred ally looks like, how it acts, and how it comports itself.

Some summoned monsters may look like swarms of insects, forest creatures, or even trees and bushes. Others look like noble stags, moose, or other sylvan creatures. Yet others look like fanciful silver-frosted great wolves, or ghostly tigers, red-eyed bulls, or terrifying eagles of ice. Summoned monsters can look like mundane monsters, such as standard-seeming orcs, obedient goblins, or helpful ogres. Yet others look like glowing outlines of celestial beings, inky blots of smoky darkness, gold-plated statues, animated chairs, masses of tentacles, rolling wheels full of eyes, scarecrows, or any of a thousand other forms.

In general, the player and the referee should decide together on the summoned creature's appearance. If the player wants to have a 'signature' creature that they always summon, that is perfectly allowed, or they can allow the GM to assign the appearance of the summoned monster every time it shows up. In all cases, no matter the appearance, a summoned monster ALWAYS has ONLY the powers and abilities ascribed to it by the write-up below. Summoning a Roc does not mean the creature is vast and able to fly, unless the summoner has some way of giving the creature those characteristics. Mechanically, every summoned monster has access to the same attacks and abilities. Without using feats or other modifiers, all summoned monsters of a given CR, no matter their appearance, have the same combat efficacy.

Combat Tactics

Summoned Monsters always act as faithful allies of their Summoner, and if not actively directed, will always work for the best interests of their Summoner, based upon their (possibly limited) information about what their Summoner needs. They will typically move into combat fearlessly, provoking attacks of opportunity and working to set up flanks, or block attackers from moving freely. As a free action, their summoner may direct them in what they should do.

If they cannot reach melee in a single move, they will usually charge the nearest foe, or convert their standard action to a move action to move in (if they cannot perform a charge) to interpose themselves between their summoner and danger.

Out of Combat

Summoned Monsters typically do not exist outside of combat, but if abilities are used to make them do so, they are friendly, helpful, but essentially mute. Even if they do possess useful knowledge or information, they typically cannot speak so they are unable to impart it. They only exist to aid their summoner in battle.

Rewards

This creature does not award any experience points (XP) or treasure when defeated.

Thoraxian Thrasher 26 Vermin (Thorciasid)
Vengeance Spectre 26 Undead, Incorporeal
Vicious Varmint Swarm 26 Aberration, Disease, Vermin
Voltaic Behir 26 Magical Beast
Xeph Cutthroat 26 Outsider

CR 27

Creature Name CR Role Type
CR 27 Blueprint Lore CR 27 Blueprint CR 27 Blueprint CR 27 Blueprint
Arctic Mammoth 27 Animal, Monstrosity
Assailant Spider 27 Vermin
Atramentous Gloom 27 Humanoid
Auroral Locatha 27 Outsider
Azruulian Fiend 27 Aberration
Bahairim Flesh Apostle 27 Legend Aberration, Construct, Devil, Prodigy
Bludgeon-Tailed Thunder Lizard 27 Legend Magical Beast, Monstrosity, Dinosaur
Bodak 27 Undead
Bunjow 27 Aberration
Carrion Varmint 27 Aberration, Disease, Vermin
Cerberus Sentinel 27 Legend Magical Beast, Monstrosity
Death-Shadow 27 Legend Magical Beast, Monstrosity, Great Cat
Doppelganger Athanais 27 Protean
Drider Enormity 27 Heavy Aberration
Everlasting Gargoyle 27 Monstrous Humanoid
Faerie Ring 27 Plant
Fetlocked Buffalo 27 Heavy Animal
Fire Titan 27 Heavy Monstrous Humanoid, Giant
Fomaorian Giant 27 Monstrous Humanoid
Gibbering Orb 27 Aberration
Gigantic Tyrannosaurus 27 Heavy Animal
Goliath Rhinoceros 27 Legend Animal, Monstrosity
Greater Prismatic Dragon 27 Threat Dragon, Outsider
Helleskrieg Separator 27 Outsider, Aberration
Muntroc 27 Aberration
Obsidian Dragloth 27 Aberration, Dragon
Prodigious Snapping Turtle 27 Legend Animal, Monstrosity
Pyramid Xorn 27 Outsider
Raving Allip 27 Outsider
Savage Force Dragon 27 Threat Dragon, Outsider
Scarabic Lamia 27 Aberration
Scorian Magmin 27 Outsider
Shambling Mound Genesis Germ 27 Threat Plant
Skeleton Desecrator 27 Undead
Skiver Wasp Swarm 27 Swarm, Vermin
Sloppy Otyugh 27 Heavy Aberration
Somber Crool Rake 27 Humanoid
Soul-Stinger Scorpion 27 Vermin
Soul-Tyrant Emperor 27 Villain Undead, Mummy
Steel Furnace Golem 27 Heavy Construct
Storm Giant Stormcaller 27 Monstrous Humanoid
Summoned Monster CR 27 Lore

Summoned Monster  (CR )

Alignment: As Caster – Size: Medium – Type: Outsider

Perception:
-1 -11
Passive Active
Creature Health
0 0 0
Hit Points Bloodied Hit Dice
Saving Throws
Fort: 0
Refl: -5
Will: -5

Senses:

Movement Types:

  • Walk 30 ft.
  • additional move types per summon spell

Skills:

  • All skills: +-11

Feats:

  • none

Languages:

  • Able to understand, but not speak, one language the summoner knows at the Native fluency.


Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+0
Sword Icon 3.png
Man Off
-12
Sword Icon 3.png
AC
Shield Icon 3.png
0
Man Def
Shield Icon 3.png
0

Standard Attack (Melee):

Full Attack (Melee):

Standard Attack (Ranged):

  • none

Full Attack (Ranged):

  • none

Special Abilities

Obedient (Ex) Always On
A Summoned Monster always looks to its summoner for direction. As a result of this obedience, a summoned monster only has one standard action per round, but, its summoner may always 'gift' it one of either a Standard, Move, or Swift action, at the expense of giving up their own Standard, Move, or Swift action (respectively) in return. A Summoned Monster may trade down its own Standard action for a Move action or a Swift action as normal, and indeed, this is how a Summoned Monster usually takes move actions.

A Summoned Monster may take a 5-Foot Step in any round in which it does not use a Move Action to move.

A Summoned Monster has no sense of self preservation, existing only to help their summoner. As a result, they will take actions that are harmful to them, such as triggering traps, moving to provoke attacks of opportunity, or leaping into bottomless pits of doom, without hesitation.

Summoned Strike (Ex) Standard Action
Once per round as a standard action, a Summoned Monster may perform a Summoned Strike. This is a melee attack which never provokes attacks of opportunity. (The exact details and special effects of the attack are left to the player and referee to work out, but it should be a thematic 'fit' with the creature's appearance.) Summoned Strike cannot be used as a ranged attack, unless the summoner has some means of altering the power to do so.

Summoned Strike affects a single enemy creature, hits automatically, and inflicts 0 points of bludgeoning (physical, common) damage per attack. Affected creatures are allowed to make a Fort save against a DC of 0 to take half damage.

Be sure to stand in the right place...

Summoned Monster (CR )

A Summoned Monster is an ally creature created, or summoned, or coerced, into existence when a Summon Monster spell (and all related summoning abilities) are used. A Summoned Monster can have nearly any appearance, as the summoning creature (player) is allowed to define what their preferred ally looks like, how it acts, and how it comports itself.

Some summoned monsters may look like swarms of insects, forest creatures, or even trees and bushes. Others look like noble stags, moose, or other sylvan creatures. Yet others look like fanciful silver-frosted great wolves, or ghostly tigers, red-eyed bulls, or terrifying eagles of ice. Summoned monsters can look like mundane monsters, such as standard-seeming orcs, obedient goblins, or helpful ogres. Yet others look like glowing outlines of celestial beings, inky blots of smoky darkness, gold-plated statues, animated chairs, masses of tentacles, rolling wheels full of eyes, scarecrows, or any of a thousand other forms.

In general, the player and the referee should decide together on the summoned creature's appearance. If the player wants to have a 'signature' creature that they always summon, that is perfectly allowed, or they can allow the GM to assign the appearance of the summoned monster every time it shows up. In all cases, no matter the appearance, a summoned monster ALWAYS has ONLY the powers and abilities ascribed to it by the write-up below. Summoning a Roc does not mean the creature is vast and able to fly, unless the summoner has some way of giving the creature those characteristics. Mechanically, every summoned monster has access to the same attacks and abilities. Without using feats or other modifiers, all summoned monsters of a given CR, no matter their appearance, have the same combat efficacy.

Combat Tactics

Summoned Monsters always act as faithful allies of their Summoner, and if not actively directed, will always work for the best interests of their Summoner, based upon their (possibly limited) information about what their Summoner needs. They will typically move into combat fearlessly, provoking attacks of opportunity and working to set up flanks, or block attackers from moving freely. As a free action, their summoner may direct them in what they should do.

If they cannot reach melee in a single move, they will usually charge the nearest foe, or convert their standard action to a move action to move in (if they cannot perform a charge) to interpose themselves between their summoner and danger.

Out of Combat

Summoned Monsters typically do not exist outside of combat, but if abilities are used to make them do so, they are friendly, helpful, but essentially mute. Even if they do possess useful knowledge or information, they typically cannot speak so they are unable to impart it. They only exist to aid their summoner in battle.

Rewards

This creature does not award any experience points (XP) or treasure when defeated.

Summoned Monster  (CR )

Alignment: As Caster – Size: Medium – Type: Outsider

Perception:
-1 -11
Passive Active
Creature Health
0 0 0
Hit Points Bloodied Hit Dice
Saving Throws
Fort: 0
Refl: -5
Will: -5

Senses:

Movement Types:

  • Walk 30 ft.
  • additional move types per summon spell

Skills:

  • All skills: +-11

Feats:

  • none

Languages:

  • Able to understand, but not speak, one language the summoner knows at the Native fluency.


Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+0
Sword Icon 3.png
Man Off
-12
Sword Icon 3.png
AC
Shield Icon 3.png
0
Man Def
Shield Icon 3.png
0

Standard Attack (Melee):

Full Attack (Melee):

Standard Attack (Ranged):

  • none

Full Attack (Ranged):

  • none

Special Abilities

Obedient (Ex) Always On
A Summoned Monster always looks to its summoner for direction. As a result of this obedience, a summoned monster only has one standard action per round, but, its summoner may always 'gift' it one of either a Standard, Move, or Swift action, at the expense of giving up their own Standard, Move, or Swift action (respectively) in return. A Summoned Monster may trade down its own Standard action for a Move action or a Swift action as normal, and indeed, this is how a Summoned Monster usually takes move actions.

A Summoned Monster may take a 5-Foot Step in any round in which it does not use a Move Action to move.

A Summoned Monster has no sense of self preservation, existing only to help their summoner. As a result, they will take actions that are harmful to them, such as triggering traps, moving to provoke attacks of opportunity, or leaping into bottomless pits of doom, without hesitation.

Summoned Strike (Ex) Standard Action
Once per round as a standard action, a Summoned Monster may perform a Summoned Strike. This is a melee attack which never provokes attacks of opportunity. (The exact details and special effects of the attack are left to the player and referee to work out, but it should be a thematic 'fit' with the creature's appearance.) Summoned Strike cannot be used as a ranged attack, unless the summoner has some means of altering the power to do so.

Summoned Strike affects a single enemy creature, hits automatically, and inflicts 0 points of bludgeoning (physical, common) damage per attack. Affected creatures are allowed to make a Fort save against a DC of 0 to take half damage.

Be sure to stand in the right place...

Summoned Monster (CR )

A Summoned Monster is an ally creature created, or summoned, or coerced, into existence when a Summon Monster spell (and all related summoning abilities) are used. A Summoned Monster can have nearly any appearance, as the summoning creature (player) is allowed to define what their preferred ally looks like, how it acts, and how it comports itself.

Some summoned monsters may look like swarms of insects, forest creatures, or even trees and bushes. Others look like noble stags, moose, or other sylvan creatures. Yet others look like fanciful silver-frosted great wolves, or ghostly tigers, red-eyed bulls, or terrifying eagles of ice. Summoned monsters can look like mundane monsters, such as standard-seeming orcs, obedient goblins, or helpful ogres. Yet others look like glowing outlines of celestial beings, inky blots of smoky darkness, gold-plated statues, animated chairs, masses of tentacles, rolling wheels full of eyes, scarecrows, or any of a thousand other forms.

In general, the player and the referee should decide together on the summoned creature's appearance. If the player wants to have a 'signature' creature that they always summon, that is perfectly allowed, or they can allow the GM to assign the appearance of the summoned monster every time it shows up. In all cases, no matter the appearance, a summoned monster ALWAYS has ONLY the powers and abilities ascribed to it by the write-up below. Summoning a Roc does not mean the creature is vast and able to fly, unless the summoner has some way of giving the creature those characteristics. Mechanically, every summoned monster has access to the same attacks and abilities. Without using feats or other modifiers, all summoned monsters of a given CR, no matter their appearance, have the same combat efficacy.

Combat Tactics

Summoned Monsters always act as faithful allies of their Summoner, and if not actively directed, will always work for the best interests of their Summoner, based upon their (possibly limited) information about what their Summoner needs. They will typically move into combat fearlessly, provoking attacks of opportunity and working to set up flanks, or block attackers from moving freely. As a free action, their summoner may direct them in what they should do.

If they cannot reach melee in a single move, they will usually charge the nearest foe, or convert their standard action to a move action to move in (if they cannot perform a charge) to interpose themselves between their summoner and danger.

Out of Combat

Summoned Monsters typically do not exist outside of combat, but if abilities are used to make them do so, they are friendly, helpful, but essentially mute. Even if they do possess useful knowledge or information, they typically cannot speak so they are unable to impart it. They only exist to aid their summoner in battle.

Rewards

This creature does not award any experience points (XP) or treasure when defeated.

Summoned Monster  (CR )

Alignment: As Caster – Size: Medium – Type: Outsider

Perception:
-1 -11
Passive Active
Creature Health
0 0 0
Hit Points Bloodied Hit Dice
Saving Throws
Fort: 0
Refl: -5
Will: -5

Senses:

Movement Types:

  • Walk 30 ft.
  • additional move types per summon spell

Skills:

  • All skills: +-11

Feats:

  • none

Languages:

  • Able to understand, but not speak, one language the summoner knows at the Native fluency.


Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+0
Sword Icon 3.png
Man Off
-12
Sword Icon 3.png
AC
Shield Icon 3.png
0
Man Def
Shield Icon 3.png
0

Standard Attack (Melee):

Full Attack (Melee):

Standard Attack (Ranged):

  • none

Full Attack (Ranged):

  • none

Special Abilities

Obedient (Ex) Always On
A Summoned Monster always looks to its summoner for direction. As a result of this obedience, a summoned monster only has one standard action per round, but, its summoner may always 'gift' it one of either a Standard, Move, or Swift action, at the expense of giving up their own Standard, Move, or Swift action (respectively) in return. A Summoned Monster may trade down its own Standard action for a Move action or a Swift action as normal, and indeed, this is how a Summoned Monster usually takes move actions.

A Summoned Monster may take a 5-Foot Step in any round in which it does not use a Move Action to move.

A Summoned Monster has no sense of self preservation, existing only to help their summoner. As a result, they will take actions that are harmful to them, such as triggering traps, moving to provoke attacks of opportunity, or leaping into bottomless pits of doom, without hesitation.

Summoned Strike (Ex) Standard Action
Once per round as a standard action, a Summoned Monster may perform a Summoned Strike. This is a melee attack which never provokes attacks of opportunity. (The exact details and special effects of the attack are left to the player and referee to work out, but it should be a thematic 'fit' with the creature's appearance.) Summoned Strike cannot be used as a ranged attack, unless the summoner has some means of altering the power to do so.

Summoned Strike affects a single enemy creature, hits automatically, and inflicts 0 points of bludgeoning (physical, common) damage per attack. Affected creatures are allowed to make a Fort save against a DC of 0 to take half damage.

Be sure to stand in the right place...

Summoned Monster (CR )

A Summoned Monster is an ally creature created, or summoned, or coerced, into existence when a Summon Monster spell (and all related summoning abilities) are used. A Summoned Monster can have nearly any appearance, as the summoning creature (player) is allowed to define what their preferred ally looks like, how it acts, and how it comports itself.

Some summoned monsters may look like swarms of insects, forest creatures, or even trees and bushes. Others look like noble stags, moose, or other sylvan creatures. Yet others look like fanciful silver-frosted great wolves, or ghostly tigers, red-eyed bulls, or terrifying eagles of ice. Summoned monsters can look like mundane monsters, such as standard-seeming orcs, obedient goblins, or helpful ogres. Yet others look like glowing outlines of celestial beings, inky blots of smoky darkness, gold-plated statues, animated chairs, masses of tentacles, rolling wheels full of eyes, scarecrows, or any of a thousand other forms.

In general, the player and the referee should decide together on the summoned creature's appearance. If the player wants to have a 'signature' creature that they always summon, that is perfectly allowed, or they can allow the GM to assign the appearance of the summoned monster every time it shows up. In all cases, no matter the appearance, a summoned monster ALWAYS has ONLY the powers and abilities ascribed to it by the write-up below. Summoning a Roc does not mean the creature is vast and able to fly, unless the summoner has some way of giving the creature those characteristics. Mechanically, every summoned monster has access to the same attacks and abilities. Without using feats or other modifiers, all summoned monsters of a given CR, no matter their appearance, have the same combat efficacy.

Combat Tactics

Summoned Monsters always act as faithful allies of their Summoner, and if not actively directed, will always work for the best interests of their Summoner, based upon their (possibly limited) information about what their Summoner needs. They will typically move into combat fearlessly, provoking attacks of opportunity and working to set up flanks, or block attackers from moving freely. As a free action, their summoner may direct them in what they should do.

If they cannot reach melee in a single move, they will usually charge the nearest foe, or convert their standard action to a move action to move in (if they cannot perform a charge) to interpose themselves between their summoner and danger.

Out of Combat

Summoned Monsters typically do not exist outside of combat, but if abilities are used to make them do so, they are friendly, helpful, but essentially mute. Even if they do possess useful knowledge or information, they typically cannot speak so they are unable to impart it. They only exist to aid their summoner in battle.

Rewards

This creature does not award any experience points (XP) or treasure when defeated.

Superior Flockling 27 Outsider, Helleskrieg, Aberration
Terpsichorean Nymph 27 Fey
Vacuous Chaos Beast 27 Tank Outsider
Vermiurge Vessal 27 Heavy Construct, Prodigy
Virulent Zombie Parts 27 Minion Undead
Vitreolic Viscous Slime 27 Ooze
Volcano Worm 27 Heavy Magical Beast
Worn Anaxim 27 Construct, Prodigy, Outsider
Wretched Zombie 27 Undead
Xeph Corsair 27 Outsider

CR 28

Creature Name CR Role Type
CR 28 Blueprint Lore CR 28 Blueprint CR 28 Blueprint CR 28 Blueprint
Aboleth Prophesier 28 Aberration
Brimstone Hellhound 28 Outsider
Cacophony Wasp 28 Vermin
Chichimec Simurgh 28 Outsider, Air
Clay Golem Ziggurat 28 Heavy Construct
Colossal Animated Object 28 Construct
Death Giant Quieter 28 Monstrous Humanoid
Doleful Le Shay 28 Fey
Doom Wight 28 Undead
Doppelganger Meliton 28 Protean
Dreamtree Scion 28 Heavy Plant
Drow Deceiver 28 Fey
Duergar Overseer 28 Humanoid
Efreet Karadjin 28 Outsider
Fomaorian Slaver 28 Monstrous Humanoid, Giant
Forlorn Ghost 28 Undead, Incorporeal
Gilded Couatl 28 Outsider, Native
Greater Frost Worm 28 Magical Beast
Helleskrieg Manipulator 28 Outsider, Aberration
Invincible Air Elemental 28 Outsider
Invincible Earth Elemental 28 Outsider
Invincible Fire Elemental 28 Outsider
Invincible Water Elemental 28 Outsider
Karkaradon Hammerhead 28 Legend Magical Beast, Monstrosity
Last Stand Treant 28 Plant
Long-Faced Bear 28 Legend Magical Beast, Monstrosity
Mecrin 28 Aberration
Morai Witch 28 Monstrous Humanoid, Fey
Naga Abomination 28 Heavy Aberration
Neh-Thalggu 28 Aberration
Nightshade Shadow 28 Undead, Incorporeal
Nihilian Unmaker 28 Aberration
Ordinate Arch-Fiend 28 Leader Outsider, Devil
Ordinial Exalted 28 Aberration
Phane Annalist 28 Outsider
Primal Stag 28 Legend Animal, Fey
Queenly Medusa 28 Monstrous Humanoid
Quill Hound 28 Aberration
Rakshasa Hajji 28 Outsider, Native
Remorhaz, Fervent 28 Magical Beast
Rot Fly Penetrator 28 Vermin
Salt-Maw Crocodilian 28 Legend Magical Beast, Monstrosity
Screaming Destrachan 28 Magical Beast
Somber Crool Nihilist 28 Tank Humanoid
Splattering Varmint Swarm 28 Aberration, Disease, Vermin
Storm Giant Khan 28 Monstrous Humanoid
Summoned Monster CR 28 Lore

Summoned Monster  (CR )

Alignment: As Caster – Size: Medium – Type: Outsider

Perception:
-1 -11
Passive Active
Creature Health
0 0 0
Hit Points Bloodied Hit Dice
Saving Throws
Fort: 0
Refl: -5
Will: -5

Senses:

Movement Types:

  • Walk 30 ft.
  • additional move types per summon spell

Skills:

  • All skills: +-11

Feats:

  • none

Languages:

  • Able to understand, but not speak, one language the summoner knows at the Native fluency.


Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+0
Sword Icon 3.png
Man Off
-12
Sword Icon 3.png
AC
Shield Icon 3.png
0
Man Def
Shield Icon 3.png
0

Standard Attack (Melee):

Full Attack (Melee):

Standard Attack (Ranged):

  • none

Full Attack (Ranged):

  • none

Special Abilities

Obedient (Ex) Always On
A Summoned Monster always looks to its summoner for direction. As a result of this obedience, a summoned monster only has one standard action per round, but, its summoner may always 'gift' it one of either a Standard, Move, or Swift action, at the expense of giving up their own Standard, Move, or Swift action (respectively) in return. A Summoned Monster may trade down its own Standard action for a Move action or a Swift action as normal, and indeed, this is how a Summoned Monster usually takes move actions.

A Summoned Monster may take a 5-Foot Step in any round in which it does not use a Move Action to move.

A Summoned Monster has no sense of self preservation, existing only to help their summoner. As a result, they will take actions that are harmful to them, such as triggering traps, moving to provoke attacks of opportunity, or leaping into bottomless pits of doom, without hesitation.

Summoned Strike (Ex) Standard Action
Once per round as a standard action, a Summoned Monster may perform a Summoned Strike. This is a melee attack which never provokes attacks of opportunity. (The exact details and special effects of the attack are left to the player and referee to work out, but it should be a thematic 'fit' with the creature's appearance.) Summoned Strike cannot be used as a ranged attack, unless the summoner has some means of altering the power to do so.

Summoned Strike affects a single enemy creature, hits automatically, and inflicts 0 points of bludgeoning (physical, common) damage per attack. Affected creatures are allowed to make a Fort save against a DC of 0 to take half damage.

Be sure to stand in the right place...

Summoned Monster (CR )

A Summoned Monster is an ally creature created, or summoned, or coerced, into existence when a Summon Monster spell (and all related summoning abilities) are used. A Summoned Monster can have nearly any appearance, as the summoning creature (player) is allowed to define what their preferred ally looks like, how it acts, and how it comports itself.

Some summoned monsters may look like swarms of insects, forest creatures, or even trees and bushes. Others look like noble stags, moose, or other sylvan creatures. Yet others look like fanciful silver-frosted great wolves, or ghostly tigers, red-eyed bulls, or terrifying eagles of ice. Summoned monsters can look like mundane monsters, such as standard-seeming orcs, obedient goblins, or helpful ogres. Yet others look like glowing outlines of celestial beings, inky blots of smoky darkness, gold-plated statues, animated chairs, masses of tentacles, rolling wheels full of eyes, scarecrows, or any of a thousand other forms.

In general, the player and the referee should decide together on the summoned creature's appearance. If the player wants to have a 'signature' creature that they always summon, that is perfectly allowed, or they can allow the GM to assign the appearance of the summoned monster every time it shows up. In all cases, no matter the appearance, a summoned monster ALWAYS has ONLY the powers and abilities ascribed to it by the write-up below. Summoning a Roc does not mean the creature is vast and able to fly, unless the summoner has some way of giving the creature those characteristics. Mechanically, every summoned monster has access to the same attacks and abilities. Without using feats or other modifiers, all summoned monsters of a given CR, no matter their appearance, have the same combat efficacy.

Combat Tactics

Summoned Monsters always act as faithful allies of their Summoner, and if not actively directed, will always work for the best interests of their Summoner, based upon their (possibly limited) information about what their Summoner needs. They will typically move into combat fearlessly, provoking attacks of opportunity and working to set up flanks, or block attackers from moving freely. As a free action, their summoner may direct them in what they should do.

If they cannot reach melee in a single move, they will usually charge the nearest foe, or convert their standard action to a move action to move in (if they cannot perform a charge) to interpose themselves between their summoner and danger.

Out of Combat

Summoned Monsters typically do not exist outside of combat, but if abilities are used to make them do so, they are friendly, helpful, but essentially mute. Even if they do possess useful knowledge or information, they typically cannot speak so they are unable to impart it. They only exist to aid their summoner in battle.

Rewards

This creature does not award any experience points (XP) or treasure when defeated.

Summoned Monster  (CR )

Alignment: As Caster – Size: Medium – Type: Outsider

Perception:
-1 -11
Passive Active
Creature Health
0 0 0
Hit Points Bloodied Hit Dice
Saving Throws
Fort: 0
Refl: -5
Will: -5

Senses:

Movement Types:

  • Walk 30 ft.
  • additional move types per summon spell

Skills:

  • All skills: +-11

Feats:

  • none

Languages:

  • Able to understand, but not speak, one language the summoner knows at the Native fluency.


Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+0
Sword Icon 3.png
Man Off
-12
Sword Icon 3.png
AC
Shield Icon 3.png
0
Man Def
Shield Icon 3.png
0

Standard Attack (Melee):

Full Attack (Melee):

Standard Attack (Ranged):

  • none

Full Attack (Ranged):

  • none

Special Abilities

Obedient (Ex) Always On
A Summoned Monster always looks to its summoner for direction. As a result of this obedience, a summoned monster only has one standard action per round, but, its summoner may always 'gift' it one of either a Standard, Move, or Swift action, at the expense of giving up their own Standard, Move, or Swift action (respectively) in return. A Summoned Monster may trade down its own Standard action for a Move action or a Swift action as normal, and indeed, this is how a Summoned Monster usually takes move actions.

A Summoned Monster may take a 5-Foot Step in any round in which it does not use a Move Action to move.

A Summoned Monster has no sense of self preservation, existing only to help their summoner. As a result, they will take actions that are harmful to them, such as triggering traps, moving to provoke attacks of opportunity, or leaping into bottomless pits of doom, without hesitation.

Summoned Strike (Ex) Standard Action
Once per round as a standard action, a Summoned Monster may perform a Summoned Strike. This is a melee attack which never provokes attacks of opportunity. (The exact details and special effects of the attack are left to the player and referee to work out, but it should be a thematic 'fit' with the creature's appearance.) Summoned Strike cannot be used as a ranged attack, unless the summoner has some means of altering the power to do so.

Summoned Strike affects a single enemy creature, hits automatically, and inflicts 0 points of bludgeoning (physical, common) damage per attack. Affected creatures are allowed to make a Fort save against a DC of 0 to take half damage.

Be sure to stand in the right place...

Summoned Monster (CR )

A Summoned Monster is an ally creature created, or summoned, or coerced, into existence when a Summon Monster spell (and all related summoning abilities) are used. A Summoned Monster can have nearly any appearance, as the summoning creature (player) is allowed to define what their preferred ally looks like, how it acts, and how it comports itself.

Some summoned monsters may look like swarms of insects, forest creatures, or even trees and bushes. Others look like noble stags, moose, or other sylvan creatures. Yet others look like fanciful silver-frosted great wolves, or ghostly tigers, red-eyed bulls, or terrifying eagles of ice. Summoned monsters can look like mundane monsters, such as standard-seeming orcs, obedient goblins, or helpful ogres. Yet others look like glowing outlines of celestial beings, inky blots of smoky darkness, gold-plated statues, animated chairs, masses of tentacles, rolling wheels full of eyes, scarecrows, or any of a thousand other forms.

In general, the player and the referee should decide together on the summoned creature's appearance. If the player wants to have a 'signature' creature that they always summon, that is perfectly allowed, or they can allow the GM to assign the appearance of the summoned monster every time it shows up. In all cases, no matter the appearance, a summoned monster ALWAYS has ONLY the powers and abilities ascribed to it by the write-up below. Summoning a Roc does not mean the creature is vast and able to fly, unless the summoner has some way of giving the creature those characteristics. Mechanically, every summoned monster has access to the same attacks and abilities. Without using feats or other modifiers, all summoned monsters of a given CR, no matter their appearance, have the same combat efficacy.

Combat Tactics

Summoned Monsters always act as faithful allies of their Summoner, and if not actively directed, will always work for the best interests of their Summoner, based upon their (possibly limited) information about what their Summoner needs. They will typically move into combat fearlessly, provoking attacks of opportunity and working to set up flanks, or block attackers from moving freely. As a free action, their summoner may direct them in what they should do.

If they cannot reach melee in a single move, they will usually charge the nearest foe, or convert their standard action to a move action to move in (if they cannot perform a charge) to interpose themselves between their summoner and danger.

Out of Combat

Summoned Monsters typically do not exist outside of combat, but if abilities are used to make them do so, they are friendly, helpful, but essentially mute. Even if they do possess useful knowledge or information, they typically cannot speak so they are unable to impart it. They only exist to aid their summoner in battle.

Rewards

This creature does not award any experience points (XP) or treasure when defeated.

Summoned Monster  (CR )

Alignment: As Caster – Size: Medium – Type: Outsider

Perception:
-1 -11
Passive Active
Creature Health
0 0 0
Hit Points Bloodied Hit Dice
Saving Throws
Fort: 0
Refl: -5
Will: -5

Senses:

Movement Types:

  • Walk 30 ft.
  • additional move types per summon spell

Skills:

  • All skills: +-11

Feats:

  • none

Languages:

  • Able to understand, but not speak, one language the summoner knows at the Native fluency.


Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+0
Sword Icon 3.png
Man Off
-12
Sword Icon 3.png
AC
Shield Icon 3.png
0
Man Def
Shield Icon 3.png
0

Standard Attack (Melee):

Full Attack (Melee):

Standard Attack (Ranged):

  • none

Full Attack (Ranged):

  • none

Special Abilities

Obedient (Ex) Always On
A Summoned Monster always looks to its summoner for direction. As a result of this obedience, a summoned monster only has one standard action per round, but, its summoner may always 'gift' it one of either a Standard, Move, or Swift action, at the expense of giving up their own Standard, Move, or Swift action (respectively) in return. A Summoned Monster may trade down its own Standard action for a Move action or a Swift action as normal, and indeed, this is how a Summoned Monster usually takes move actions.

A Summoned Monster may take a 5-Foot Step in any round in which it does not use a Move Action to move.

A Summoned Monster has no sense of self preservation, existing only to help their summoner. As a result, they will take actions that are harmful to them, such as triggering traps, moving to provoke attacks of opportunity, or leaping into bottomless pits of doom, without hesitation.

Summoned Strike (Ex) Standard Action
Once per round as a standard action, a Summoned Monster may perform a Summoned Strike. This is a melee attack which never provokes attacks of opportunity. (The exact details and special effects of the attack are left to the player and referee to work out, but it should be a thematic 'fit' with the creature's appearance.) Summoned Strike cannot be used as a ranged attack, unless the summoner has some means of altering the power to do so.

Summoned Strike affects a single enemy creature, hits automatically, and inflicts 0 points of bludgeoning (physical, common) damage per attack. Affected creatures are allowed to make a Fort save against a DC of 0 to take half damage.

Be sure to stand in the right place...

Summoned Monster (CR )

A Summoned Monster is an ally creature created, or summoned, or coerced, into existence when a Summon Monster spell (and all related summoning abilities) are used. A Summoned Monster can have nearly any appearance, as the summoning creature (player) is allowed to define what their preferred ally looks like, how it acts, and how it comports itself.

Some summoned monsters may look like swarms of insects, forest creatures, or even trees and bushes. Others look like noble stags, moose, or other sylvan creatures. Yet others look like fanciful silver-frosted great wolves, or ghostly tigers, red-eyed bulls, or terrifying eagles of ice. Summoned monsters can look like mundane monsters, such as standard-seeming orcs, obedient goblins, or helpful ogres. Yet others look like glowing outlines of celestial beings, inky blots of smoky darkness, gold-plated statues, animated chairs, masses of tentacles, rolling wheels full of eyes, scarecrows, or any of a thousand other forms.

In general, the player and the referee should decide together on the summoned creature's appearance. If the player wants to have a 'signature' creature that they always summon, that is perfectly allowed, or they can allow the GM to assign the appearance of the summoned monster every time it shows up. In all cases, no matter the appearance, a summoned monster ALWAYS has ONLY the powers and abilities ascribed to it by the write-up below. Summoning a Roc does not mean the creature is vast and able to fly, unless the summoner has some way of giving the creature those characteristics. Mechanically, every summoned monster has access to the same attacks and abilities. Without using feats or other modifiers, all summoned monsters of a given CR, no matter their appearance, have the same combat efficacy.

Combat Tactics

Summoned Monsters always act as faithful allies of their Summoner, and if not actively directed, will always work for the best interests of their Summoner, based upon their (possibly limited) information about what their Summoner needs. They will typically move into combat fearlessly, provoking attacks of opportunity and working to set up flanks, or block attackers from moving freely. As a free action, their summoner may direct them in what they should do.

If they cannot reach melee in a single move, they will usually charge the nearest foe, or convert their standard action to a move action to move in (if they cannot perform a charge) to interpose themselves between their summoner and danger.

Out of Combat

Summoned Monsters typically do not exist outside of combat, but if abilities are used to make them do so, they are friendly, helpful, but essentially mute. Even if they do possess useful knowledge or information, they typically cannot speak so they are unable to impart it. They only exist to aid their summoner in battle.

Rewards

This creature does not award any experience points (XP) or treasure when defeated.

Superior Separator 28 Outsider, Helleskrieg, Aberration
Tearing Devilsaur 28 Legend Magical Beast,Monstrosity, Dinosaur
Thoraxian Flayer 28 Vermin, (Thorciasid)
True Flockling 28 Outsider, Helleskrieg, Aberration
Vampire Thrall Faithful 28 Heavy Humanoid
Vorpal Boar Herd 28 Magical Beast, Monstrosity, Boar, Troop
Worm-That-Walks Powermonger 28 Killer Construct, Prodigy
Xeph Navigator 28 Outsider

CR 29

Creature Name CR Role Type
CR 29 Blueprint Lore CR 29 Blueprint CR 29 Blueprint CR 29 Blueprint
Abyssal Kraken 29 Threat Magical Beast, Demon
Angered Zombie Parts 29 Minion Undead
Ataxian Usurper 29 Villain Undead, Mummy
Bellicose Apocalypse Slime 29 Ooze
Blight Scorpion 29 Vermin
Bloodweb Spider 29 Vermin
Caliginous Gloom 29 Humanoid
Celestial Hydra 29 Shooter Magical Beast
Cloud Titan 29 Heavy Monstrous Humanoid, Giant
Death Giant Peacegiver 29 Monstrous Humanoid
Deep Delver 29 Aberration
Demi-Lich 29 Tank Undead
Doppelganger Hagunemnon 29 Killer Protean
Drider Exemplar 29 Heavy Aberration
Drow Malignant 29 Fey
Energetic Behir 29 Magical Beast
Enraged Spectre 29 Undead, Ghost, Incorporeal
Eratonean Nymph 29 Fey
Ettercap Stalker 29 Aberration
Fearsome Prismatic Dragon 29 Threat Dragon, Outsider
Fickle Chaos Beast 29 Tank Outsider
Fomaorian Skindancer 29 Monstrous Humanoid, Giant
Giant Primal Wolverine 29 Heavy Animal, Monstrosity
Glacial Xixecal 29 Threat Outsider
Glossy Astral Construct 29 Construct, Prodigy, Outsider
Great Snowy Roc 29 Magical Beast, Monstrosity
Heavy Goliath Horse 29 Animal, Monstrosity
Helleskrieg Superior Manipulator 29 Outsider, Aberration
Helleskrieg Taiga 29 Outsider, Aberration
Helleskrieg True Separator 29 Outsider, Aberration
Lumbering Zombie 29 Undead
Majestic Flockling 29 Outsider, Helleskrieg, Aberration
Manaical Maenad 29 Humanoid
Mithril Hearth Golem 29 Heavy Construct
Perpetual Gargoyle 29 Monstrous Humanoid
Phlox Worm 29 Magical Beast, Vermin
Prodigious Tearing Turtle 29 Legend Animal, Monstrosity
Pyndrig 29 Aberration
Slimy Varmint 29 Aberration, Disease, Vermin
Smolderash Magmin 29 Outsider
Somber Crool Looter 29 Sneak Humanoid
Summoned Monster CR 29 Lore

Summoned Monster  (CR )

Alignment: As Caster – Size: Medium – Type: Outsider

Perception:
-1 -11
Passive Active
Creature Health
0 0 0
Hit Points Bloodied Hit Dice
Saving Throws
Fort: 0
Refl: -5
Will: -5

Senses:

Movement Types:

  • Walk 30 ft.
  • additional move types per summon spell

Skills:

  • All skills: +-11

Feats:

  • none

Languages:

  • Able to understand, but not speak, one language the summoner knows at the Native fluency.


Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+0
Sword Icon 3.png
Man Off
-12
Sword Icon 3.png
AC
Shield Icon 3.png
0
Man Def
Shield Icon 3.png
0

Standard Attack (Melee):

Full Attack (Melee):

Standard Attack (Ranged):

  • none

Full Attack (Ranged):

  • none

Special Abilities

Obedient (Ex) Always On
A Summoned Monster always looks to its summoner for direction. As a result of this obedience, a summoned monster only has one standard action per round, but, its summoner may always 'gift' it one of either a Standard, Move, or Swift action, at the expense of giving up their own Standard, Move, or Swift action (respectively) in return. A Summoned Monster may trade down its own Standard action for a Move action or a Swift action as normal, and indeed, this is how a Summoned Monster usually takes move actions.

A Summoned Monster may take a 5-Foot Step in any round in which it does not use a Move Action to move.

A Summoned Monster has no sense of self preservation, existing only to help their summoner. As a result, they will take actions that are harmful to them, such as triggering traps, moving to provoke attacks of opportunity, or leaping into bottomless pits of doom, without hesitation.

Summoned Strike (Ex) Standard Action
Once per round as a standard action, a Summoned Monster may perform a Summoned Strike. This is a melee attack which never provokes attacks of opportunity. (The exact details and special effects of the attack are left to the player and referee to work out, but it should be a thematic 'fit' with the creature's appearance.) Summoned Strike cannot be used as a ranged attack, unless the summoner has some means of altering the power to do so.

Summoned Strike affects a single enemy creature, hits automatically, and inflicts 0 points of bludgeoning (physical, common) damage per attack. Affected creatures are allowed to make a Fort save against a DC of 0 to take half damage.

Be sure to stand in the right place...

Summoned Monster (CR )

A Summoned Monster is an ally creature created, or summoned, or coerced, into existence when a Summon Monster spell (and all related summoning abilities) are used. A Summoned Monster can have nearly any appearance, as the summoning creature (player) is allowed to define what their preferred ally looks like, how it acts, and how it comports itself.

Some summoned monsters may look like swarms of insects, forest creatures, or even trees and bushes. Others look like noble stags, moose, or other sylvan creatures. Yet others look like fanciful silver-frosted great wolves, or ghostly tigers, red-eyed bulls, or terrifying eagles of ice. Summoned monsters can look like mundane monsters, such as standard-seeming orcs, obedient goblins, or helpful ogres. Yet others look like glowing outlines of celestial beings, inky blots of smoky darkness, gold-plated statues, animated chairs, masses of tentacles, rolling wheels full of eyes, scarecrows, or any of a thousand other forms.

In general, the player and the referee should decide together on the summoned creature's appearance. If the player wants to have a 'signature' creature that they always summon, that is perfectly allowed, or they can allow the GM to assign the appearance of the summoned monster every time it shows up. In all cases, no matter the appearance, a summoned monster ALWAYS has ONLY the powers and abilities ascribed to it by the write-up below. Summoning a Roc does not mean the creature is vast and able to fly, unless the summoner has some way of giving the creature those characteristics. Mechanically, every summoned monster has access to the same attacks and abilities. Without using feats or other modifiers, all summoned monsters of a given CR, no matter their appearance, have the same combat efficacy.

Combat Tactics

Summoned Monsters always act as faithful allies of their Summoner, and if not actively directed, will always work for the best interests of their Summoner, based upon their (possibly limited) information about what their Summoner needs. They will typically move into combat fearlessly, provoking attacks of opportunity and working to set up flanks, or block attackers from moving freely. As a free action, their summoner may direct them in what they should do.

If they cannot reach melee in a single move, they will usually charge the nearest foe, or convert their standard action to a move action to move in (if they cannot perform a charge) to interpose themselves between their summoner and danger.

Out of Combat

Summoned Monsters typically do not exist outside of combat, but if abilities are used to make them do so, they are friendly, helpful, but essentially mute. Even if they do possess useful knowledge or information, they typically cannot speak so they are unable to impart it. They only exist to aid their summoner in battle.

Rewards

This creature does not award any experience points (XP) or treasure when defeated.

Summoned Monster  (CR )

Alignment: As Caster – Size: Medium – Type: Outsider

Perception:
-1 -11
Passive Active
Creature Health
0 0 0
Hit Points Bloodied Hit Dice
Saving Throws
Fort: 0
Refl: -5
Will: -5

Senses:

Movement Types:

  • Walk 30 ft.
  • additional move types per summon spell

Skills:

  • All skills: +-11

Feats:

  • none

Languages:

  • Able to understand, but not speak, one language the summoner knows at the Native fluency.


Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+0
Sword Icon 3.png
Man Off
-12
Sword Icon 3.png
AC
Shield Icon 3.png
0
Man Def
Shield Icon 3.png
0

Standard Attack (Melee):

Full Attack (Melee):

Standard Attack (Ranged):

  • none

Full Attack (Ranged):

  • none

Special Abilities

Obedient (Ex) Always On
A Summoned Monster always looks to its summoner for direction. As a result of this obedience, a summoned monster only has one standard action per round, but, its summoner may always 'gift' it one of either a Standard, Move, or Swift action, at the expense of giving up their own Standard, Move, or Swift action (respectively) in return. A Summoned Monster may trade down its own Standard action for a Move action or a Swift action as normal, and indeed, this is how a Summoned Monster usually takes move actions.

A Summoned Monster may take a 5-Foot Step in any round in which it does not use a Move Action to move.

A Summoned Monster has no sense of self preservation, existing only to help their summoner. As a result, they will take actions that are harmful to them, such as triggering traps, moving to provoke attacks of opportunity, or leaping into bottomless pits of doom, without hesitation.

Summoned Strike (Ex) Standard Action
Once per round as a standard action, a Summoned Monster may perform a Summoned Strike. This is a melee attack which never provokes attacks of opportunity. (The exact details and special effects of the attack are left to the player and referee to work out, but it should be a thematic 'fit' with the creature's appearance.) Summoned Strike cannot be used as a ranged attack, unless the summoner has some means of altering the power to do so.

Summoned Strike affects a single enemy creature, hits automatically, and inflicts 0 points of bludgeoning (physical, common) damage per attack. Affected creatures are allowed to make a Fort save against a DC of 0 to take half damage.

Be sure to stand in the right place...

Summoned Monster (CR )

A Summoned Monster is an ally creature created, or summoned, or coerced, into existence when a Summon Monster spell (and all related summoning abilities) are used. A Summoned Monster can have nearly any appearance, as the summoning creature (player) is allowed to define what their preferred ally looks like, how it acts, and how it comports itself.

Some summoned monsters may look like swarms of insects, forest creatures, or even trees and bushes. Others look like noble stags, moose, or other sylvan creatures. Yet others look like fanciful silver-frosted great wolves, or ghostly tigers, red-eyed bulls, or terrifying eagles of ice. Summoned monsters can look like mundane monsters, such as standard-seeming orcs, obedient goblins, or helpful ogres. Yet others look like glowing outlines of celestial beings, inky blots of smoky darkness, gold-plated statues, animated chairs, masses of tentacles, rolling wheels full of eyes, scarecrows, or any of a thousand other forms.

In general, the player and the referee should decide together on the summoned creature's appearance. If the player wants to have a 'signature' creature that they always summon, that is perfectly allowed, or they can allow the GM to assign the appearance of the summoned monster every time it shows up. In all cases, no matter the appearance, a summoned monster ALWAYS has ONLY the powers and abilities ascribed to it by the write-up below. Summoning a Roc does not mean the creature is vast and able to fly, unless the summoner has some way of giving the creature those characteristics. Mechanically, every summoned monster has access to the same attacks and abilities. Without using feats or other modifiers, all summoned monsters of a given CR, no matter their appearance, have the same combat efficacy.

Combat Tactics

Summoned Monsters always act as faithful allies of their Summoner, and if not actively directed, will always work for the best interests of their Summoner, based upon their (possibly limited) information about what their Summoner needs. They will typically move into combat fearlessly, provoking attacks of opportunity and working to set up flanks, or block attackers from moving freely. As a free action, their summoner may direct them in what they should do.

If they cannot reach melee in a single move, they will usually charge the nearest foe, or convert their standard action to a move action to move in (if they cannot perform a charge) to interpose themselves between their summoner and danger.

Out of Combat

Summoned Monsters typically do not exist outside of combat, but if abilities are used to make them do so, they are friendly, helpful, but essentially mute. Even if they do possess useful knowledge or information, they typically cannot speak so they are unable to impart it. They only exist to aid their summoner in battle.

Rewards

This creature does not award any experience points (XP) or treasure when defeated.

Summoned Monster  (CR )

Alignment: As Caster – Size: Medium – Type: Outsider

Perception:
-1 -11
Passive Active
Creature Health
0 0 0
Hit Points Bloodied Hit Dice
Saving Throws
Fort: 0
Refl: -5
Will: -5

Senses:

Movement Types:

  • Walk 30 ft.
  • additional move types per summon spell

Skills:

  • All skills: +-11

Feats:

  • none

Languages:

  • Able to understand, but not speak, one language the summoner knows at the Native fluency.


Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+0
Sword Icon 3.png
Man Off
-12
Sword Icon 3.png
AC
Shield Icon 3.png
0
Man Def
Shield Icon 3.png
0

Standard Attack (Melee):

Full Attack (Melee):

Standard Attack (Ranged):

  • none

Full Attack (Ranged):

  • none

Special Abilities

Obedient (Ex) Always On
A Summoned Monster always looks to its summoner for direction. As a result of this obedience, a summoned monster only has one standard action per round, but, its summoner may always 'gift' it one of either a Standard, Move, or Swift action, at the expense of giving up their own Standard, Move, or Swift action (respectively) in return. A Summoned Monster may trade down its own Standard action for a Move action or a Swift action as normal, and indeed, this is how a Summoned Monster usually takes move actions.

A Summoned Monster may take a 5-Foot Step in any round in which it does not use a Move Action to move.

A Summoned Monster has no sense of self preservation, existing only to help their summoner. As a result, they will take actions that are harmful to them, such as triggering traps, moving to provoke attacks of opportunity, or leaping into bottomless pits of doom, without hesitation.

Summoned Strike (Ex) Standard Action
Once per round as a standard action, a Summoned Monster may perform a Summoned Strike. This is a melee attack which never provokes attacks of opportunity. (The exact details and special effects of the attack are left to the player and referee to work out, but it should be a thematic 'fit' with the creature's appearance.) Summoned Strike cannot be used as a ranged attack, unless the summoner has some means of altering the power to do so.

Summoned Strike affects a single enemy creature, hits automatically, and inflicts 0 points of bludgeoning (physical, common) damage per attack. Affected creatures are allowed to make a Fort save against a DC of 0 to take half damage.

Be sure to stand in the right place...

Summoned Monster (CR )

A Summoned Monster is an ally creature created, or summoned, or coerced, into existence when a Summon Monster spell (and all related summoning abilities) are used. A Summoned Monster can have nearly any appearance, as the summoning creature (player) is allowed to define what their preferred ally looks like, how it acts, and how it comports itself.

Some summoned monsters may look like swarms of insects, forest creatures, or even trees and bushes. Others look like noble stags, moose, or other sylvan creatures. Yet others look like fanciful silver-frosted great wolves, or ghostly tigers, red-eyed bulls, or terrifying eagles of ice. Summoned monsters can look like mundane monsters, such as standard-seeming orcs, obedient goblins, or helpful ogres. Yet others look like glowing outlines of celestial beings, inky blots of smoky darkness, gold-plated statues, animated chairs, masses of tentacles, rolling wheels full of eyes, scarecrows, or any of a thousand other forms.

In general, the player and the referee should decide together on the summoned creature's appearance. If the player wants to have a 'signature' creature that they always summon, that is perfectly allowed, or they can allow the GM to assign the appearance of the summoned monster every time it shows up. In all cases, no matter the appearance, a summoned monster ALWAYS has ONLY the powers and abilities ascribed to it by the write-up below. Summoning a Roc does not mean the creature is vast and able to fly, unless the summoner has some way of giving the creature those characteristics. Mechanically, every summoned monster has access to the same attacks and abilities. Without using feats or other modifiers, all summoned monsters of a given CR, no matter their appearance, have the same combat efficacy.

Combat Tactics

Summoned Monsters always act as faithful allies of their Summoner, and if not actively directed, will always work for the best interests of their Summoner, based upon their (possibly limited) information about what their Summoner needs. They will typically move into combat fearlessly, provoking attacks of opportunity and working to set up flanks, or block attackers from moving freely. As a free action, their summoner may direct them in what they should do.

If they cannot reach melee in a single move, they will usually charge the nearest foe, or convert their standard action to a move action to move in (if they cannot perform a charge) to interpose themselves between their summoner and danger.

Out of Combat

Summoned Monsters typically do not exist outside of combat, but if abilities are used to make them do so, they are friendly, helpful, but essentially mute. Even if they do possess useful knowledge or information, they typically cannot speak so they are unable to impart it. They only exist to aid their summoner in battle.

Rewards

This creature does not award any experience points (XP) or treasure when defeated.

Tempered Marid 29 Outsider
Terrible Force Dragon 29 Threat Dragon, Outsider
Vampire Immortal 29 Undead
Void-Walker Wraith 29 Undead, Ghost, Incorporeal
White Gorilla 29 Legend Magical Beast, Monstrosity, Great Ape
Winterscarred Wendigo 29 Protean
Wrecked Anaxim 29 Construct, Prodigy, Outsider
Xeph Bosun 29 Outsider
Xill Vandal 29 Outsider

CR 30

Creature Name CR Role Type
CR 30 Blueprint Lore CR 30 Blueprint CR 30 Blueprint CR 30 Blueprint
Atropal Lore 30 Outsider
Auger Wasp Swarm 30 Swarm, Vermin
Bahairim Proselyte 30 Legend Aberration, Construct, Devil, Prodigy
Brine-Gullet Crocodilian 30 Legend Magical Beast, Monstrosity
Carrion Varmint Swarm 30 Aberration, Disease, Vermin
Catastrophe Wight 30 Undead
Death Giant Gravedigger 30 Monstrous Humanoid
Devil Tyrannosaurus 30 Animal, Dinosaur
Drow Sovereign 30 Leader Fey
Emaciated Host 30 Troop, Undead, Zombie
Epsilon Strain Zombie Beast 30 Undead
Fel Thicket Treant 30 Plant
Fomaorian Flenser 30 Monstrous Humanoid, Giant
Gavalian Taskmaster 30 Aberration
Glacierfang Wolf 30 Outsider, Magical Beast
Hellknight 30 Outsider, Undead, Skeleton
Horrible Neh-Thalggu 30 Aberration
Infernal 30 Outsider
Javelin Viper 30 Legend Magical Beast, Monstrosity, Great Ophidian
Karkaradon Pikejaw 30 Legend Magical Beast, Monstrosity
Limpid Locathah 30 Outsider
Majestic Separator 30 Outsider, Helleskrieg, Aberration
Neothelid 30 Aberration
Nightwing Shadow 30 Undead, Incorporeal
Otherworldly Stag 30 Legend Animal, Fey
Phane Historian 30 Outsider
Rakshasa Pasha 30 Outsider, Native
Scintillating Astral Construct 30 Construct, Outsider
Sirrush Fire-Eye 30 Legend Magical Beast, Monstrosity
Sky Tyrant Great Hawk 30 Legend Magical Beast, Monstrosity, Great Avian
Somber Crool Belle 30 Humanoid
Sombre Dragloth 30 Aberration, Dragon
Starry Buffalo 30 Heavy Animal
Stone Ballast Golem 30 Heavy Construct
Summoned Monster CR 30 Lore

Summoned Monster  (CR )

Alignment: As Caster – Size: Medium – Type: Outsider

Perception:
-1 -11
Passive Active
Creature Health
0 0 0
Hit Points Bloodied Hit Dice
Saving Throws
Fort: 0
Refl: -5
Will: -5

Senses:

Movement Types:

  • Walk 30 ft.
  • additional move types per summon spell

Skills:

  • All skills: +-11

Feats:

  • none

Languages:

  • Able to understand, but not speak, one language the summoner knows at the Native fluency.


Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+0
Sword Icon 3.png
Man Off
-12
Sword Icon 3.png
AC
Shield Icon 3.png
0
Man Def
Shield Icon 3.png
0

Standard Attack (Melee):

Full Attack (Melee):

Standard Attack (Ranged):

  • none

Full Attack (Ranged):

  • none

Special Abilities

Obedient (Ex) Always On
A Summoned Monster always looks to its summoner for direction. As a result of this obedience, a summoned monster only has one standard action per round, but, its summoner may always 'gift' it one of either a Standard, Move, or Swift action, at the expense of giving up their own Standard, Move, or Swift action (respectively) in return. A Summoned Monster may trade down its own Standard action for a Move action or a Swift action as normal, and indeed, this is how a Summoned Monster usually takes move actions.

A Summoned Monster may take a 5-Foot Step in any round in which it does not use a Move Action to move.

A Summoned Monster has no sense of self preservation, existing only to help their summoner. As a result, they will take actions that are harmful to them, such as triggering traps, moving to provoke attacks of opportunity, or leaping into bottomless pits of doom, without hesitation.

Summoned Strike (Ex) Standard Action
Once per round as a standard action, a Summoned Monster may perform a Summoned Strike. This is a melee attack which never provokes attacks of opportunity. (The exact details and special effects of the attack are left to the player and referee to work out, but it should be a thematic 'fit' with the creature's appearance.) Summoned Strike cannot be used as a ranged attack, unless the summoner has some means of altering the power to do so.

Summoned Strike affects a single enemy creature, hits automatically, and inflicts 0 points of bludgeoning (physical, common) damage per attack. Affected creatures are allowed to make a Fort save against a DC of 0 to take half damage.

Be sure to stand in the right place...

Summoned Monster (CR )

A Summoned Monster is an ally creature created, or summoned, or coerced, into existence when a Summon Monster spell (and all related summoning abilities) are used. A Summoned Monster can have nearly any appearance, as the summoning creature (player) is allowed to define what their preferred ally looks like, how it acts, and how it comports itself.

Some summoned monsters may look like swarms of insects, forest creatures, or even trees and bushes. Others look like noble stags, moose, or other sylvan creatures. Yet others look like fanciful silver-frosted great wolves, or ghostly tigers, red-eyed bulls, or terrifying eagles of ice. Summoned monsters can look like mundane monsters, such as standard-seeming orcs, obedient goblins, or helpful ogres. Yet others look like glowing outlines of celestial beings, inky blots of smoky darkness, gold-plated statues, animated chairs, masses of tentacles, rolling wheels full of eyes, scarecrows, or any of a thousand other forms.

In general, the player and the referee should decide together on the summoned creature's appearance. If the player wants to have a 'signature' creature that they always summon, that is perfectly allowed, or they can allow the GM to assign the appearance of the summoned monster every time it shows up. In all cases, no matter the appearance, a summoned monster ALWAYS has ONLY the powers and abilities ascribed to it by the write-up below. Summoning a Roc does not mean the creature is vast and able to fly, unless the summoner has some way of giving the creature those characteristics. Mechanically, every summoned monster has access to the same attacks and abilities. Without using feats or other modifiers, all summoned monsters of a given CR, no matter their appearance, have the same combat efficacy.

Combat Tactics

Summoned Monsters always act as faithful allies of their Summoner, and if not actively directed, will always work for the best interests of their Summoner, based upon their (possibly limited) information about what their Summoner needs. They will typically move into combat fearlessly, provoking attacks of opportunity and working to set up flanks, or block attackers from moving freely. As a free action, their summoner may direct them in what they should do.

If they cannot reach melee in a single move, they will usually charge the nearest foe, or convert their standard action to a move action to move in (if they cannot perform a charge) to interpose themselves between their summoner and danger.

Out of Combat

Summoned Monsters typically do not exist outside of combat, but if abilities are used to make them do so, they are friendly, helpful, but essentially mute. Even if they do possess useful knowledge or information, they typically cannot speak so they are unable to impart it. They only exist to aid their summoner in battle.

Rewards

This creature does not award any experience points (XP) or treasure when defeated.

Summoned Monster  (CR )

Alignment: As Caster – Size: Medium – Type: Outsider

Perception:
-1 -11
Passive Active
Creature Health
0 0 0
Hit Points Bloodied Hit Dice
Saving Throws
Fort: 0
Refl: -5
Will: -5

Senses:

Movement Types:

  • Walk 30 ft.
  • additional move types per summon spell

Skills:

  • All skills: +-11

Feats:

  • none

Languages:

  • Able to understand, but not speak, one language the summoner knows at the Native fluency.


Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+0
Sword Icon 3.png
Man Off
-12
Sword Icon 3.png
AC
Shield Icon 3.png
0
Man Def
Shield Icon 3.png
0

Standard Attack (Melee):

Full Attack (Melee):

Standard Attack (Ranged):

  • none

Full Attack (Ranged):

  • none

Special Abilities

Obedient (Ex) Always On
A Summoned Monster always looks to its summoner for direction. As a result of this obedience, a summoned monster only has one standard action per round, but, its summoner may always 'gift' it one of either a Standard, Move, or Swift action, at the expense of giving up their own Standard, Move, or Swift action (respectively) in return. A Summoned Monster may trade down its own Standard action for a Move action or a Swift action as normal, and indeed, this is how a Summoned Monster usually takes move actions.

A Summoned Monster may take a 5-Foot Step in any round in which it does not use a Move Action to move.

A Summoned Monster has no sense of self preservation, existing only to help their summoner. As a result, they will take actions that are harmful to them, such as triggering traps, moving to provoke attacks of opportunity, or leaping into bottomless pits of doom, without hesitation.

Summoned Strike (Ex) Standard Action
Once per round as a standard action, a Summoned Monster may perform a Summoned Strike. This is a melee attack which never provokes attacks of opportunity. (The exact details and special effects of the attack are left to the player and referee to work out, but it should be a thematic 'fit' with the creature's appearance.) Summoned Strike cannot be used as a ranged attack, unless the summoner has some means of altering the power to do so.

Summoned Strike affects a single enemy creature, hits automatically, and inflicts 0 points of bludgeoning (physical, common) damage per attack. Affected creatures are allowed to make a Fort save against a DC of 0 to take half damage.

Be sure to stand in the right place...

Summoned Monster (CR )

A Summoned Monster is an ally creature created, or summoned, or coerced, into existence when a Summon Monster spell (and all related summoning abilities) are used. A Summoned Monster can have nearly any appearance, as the summoning creature (player) is allowed to define what their preferred ally looks like, how it acts, and how it comports itself.

Some summoned monsters may look like swarms of insects, forest creatures, or even trees and bushes. Others look like noble stags, moose, or other sylvan creatures. Yet others look like fanciful silver-frosted great wolves, or ghostly tigers, red-eyed bulls, or terrifying eagles of ice. Summoned monsters can look like mundane monsters, such as standard-seeming orcs, obedient goblins, or helpful ogres. Yet others look like glowing outlines of celestial beings, inky blots of smoky darkness, gold-plated statues, animated chairs, masses of tentacles, rolling wheels full of eyes, scarecrows, or any of a thousand other forms.

In general, the player and the referee should decide together on the summoned creature's appearance. If the player wants to have a 'signature' creature that they always summon, that is perfectly allowed, or they can allow the GM to assign the appearance of the summoned monster every time it shows up. In all cases, no matter the appearance, a summoned monster ALWAYS has ONLY the powers and abilities ascribed to it by the write-up below. Summoning a Roc does not mean the creature is vast and able to fly, unless the summoner has some way of giving the creature those characteristics. Mechanically, every summoned monster has access to the same attacks and abilities. Without using feats or other modifiers, all summoned monsters of a given CR, no matter their appearance, have the same combat efficacy.

Combat Tactics

Summoned Monsters always act as faithful allies of their Summoner, and if not actively directed, will always work for the best interests of their Summoner, based upon their (possibly limited) information about what their Summoner needs. They will typically move into combat fearlessly, provoking attacks of opportunity and working to set up flanks, or block attackers from moving freely. As a free action, their summoner may direct them in what they should do.

If they cannot reach melee in a single move, they will usually charge the nearest foe, or convert their standard action to a move action to move in (if they cannot perform a charge) to interpose themselves between their summoner and danger.

Out of Combat

Summoned Monsters typically do not exist outside of combat, but if abilities are used to make them do so, they are friendly, helpful, but essentially mute. Even if they do possess useful knowledge or information, they typically cannot speak so they are unable to impart it. They only exist to aid their summoner in battle.

Rewards

This creature does not award any experience points (XP) or treasure when defeated.

Summoned Monster  (CR )

Alignment: As Caster – Size: Medium – Type: Outsider

Perception:
-1 -11
Passive Active
Creature Health
0 0 0
Hit Points Bloodied Hit Dice
Saving Throws
Fort: 0
Refl: -5
Will: -5

Senses:

Movement Types:

  • Walk 30 ft.
  • additional move types per summon spell

Skills:

  • All skills: +-11

Feats:

  • none

Languages:

  • Able to understand, but not speak, one language the summoner knows at the Native fluency.


Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+0
Sword Icon 3.png
Man Off
-12
Sword Icon 3.png
AC
Shield Icon 3.png
0
Man Def
Shield Icon 3.png
0

Standard Attack (Melee):

Full Attack (Melee):

Standard Attack (Ranged):

  • none

Full Attack (Ranged):

  • none

Special Abilities

Obedient (Ex) Always On
A Summoned Monster always looks to its summoner for direction. As a result of this obedience, a summoned monster only has one standard action per round, but, its summoner may always 'gift' it one of either a Standard, Move, or Swift action, at the expense of giving up their own Standard, Move, or Swift action (respectively) in return. A Summoned Monster may trade down its own Standard action for a Move action or a Swift action as normal, and indeed, this is how a Summoned Monster usually takes move actions.

A Summoned Monster may take a 5-Foot Step in any round in which it does not use a Move Action to move.

A Summoned Monster has no sense of self preservation, existing only to help their summoner. As a result, they will take actions that are harmful to them, such as triggering traps, moving to provoke attacks of opportunity, or leaping into bottomless pits of doom, without hesitation.

Summoned Strike (Ex) Standard Action
Once per round as a standard action, a Summoned Monster may perform a Summoned Strike. This is a melee attack which never provokes attacks of opportunity. (The exact details and special effects of the attack are left to the player and referee to work out, but it should be a thematic 'fit' with the creature's appearance.) Summoned Strike cannot be used as a ranged attack, unless the summoner has some means of altering the power to do so.

Summoned Strike affects a single enemy creature, hits automatically, and inflicts 0 points of bludgeoning (physical, common) damage per attack. Affected creatures are allowed to make a Fort save against a DC of 0 to take half damage.

Be sure to stand in the right place...

Summoned Monster (CR )

A Summoned Monster is an ally creature created, or summoned, or coerced, into existence when a Summon Monster spell (and all related summoning abilities) are used. A Summoned Monster can have nearly any appearance, as the summoning creature (player) is allowed to define what their preferred ally looks like, how it acts, and how it comports itself.

Some summoned monsters may look like swarms of insects, forest creatures, or even trees and bushes. Others look like noble stags, moose, or other sylvan creatures. Yet others look like fanciful silver-frosted great wolves, or ghostly tigers, red-eyed bulls, or terrifying eagles of ice. Summoned monsters can look like mundane monsters, such as standard-seeming orcs, obedient goblins, or helpful ogres. Yet others look like glowing outlines of celestial beings, inky blots of smoky darkness, gold-plated statues, animated chairs, masses of tentacles, rolling wheels full of eyes, scarecrows, or any of a thousand other forms.

In general, the player and the referee should decide together on the summoned creature's appearance. If the player wants to have a 'signature' creature that they always summon, that is perfectly allowed, or they can allow the GM to assign the appearance of the summoned monster every time it shows up. In all cases, no matter the appearance, a summoned monster ALWAYS has ONLY the powers and abilities ascribed to it by the write-up below. Summoning a Roc does not mean the creature is vast and able to fly, unless the summoner has some way of giving the creature those characteristics. Mechanically, every summoned monster has access to the same attacks and abilities. Without using feats or other modifiers, all summoned monsters of a given CR, no matter their appearance, have the same combat efficacy.

Combat Tactics

Summoned Monsters always act as faithful allies of their Summoner, and if not actively directed, will always work for the best interests of their Summoner, based upon their (possibly limited) information about what their Summoner needs. They will typically move into combat fearlessly, provoking attacks of opportunity and working to set up flanks, or block attackers from moving freely. As a free action, their summoner may direct them in what they should do.

If they cannot reach melee in a single move, they will usually charge the nearest foe, or convert their standard action to a move action to move in (if they cannot perform a charge) to interpose themselves between their summoner and danger.

Out of Combat

Summoned Monsters typically do not exist outside of combat, but if abilities are used to make them do so, they are friendly, helpful, but essentially mute. Even if they do possess useful knowledge or information, they typically cannot speak so they are unable to impart it. They only exist to aid their summoner in battle.

Rewards

This creature does not award any experience points (XP) or treasure when defeated.

Superior Arch-Fiend 30 Leader Outsider, Devil
Superior Taiga Helleskrieg 30 Outsider, Aberration
Swollen Great Toad 30 Legend Magical Beast, Monstrosity
Thoraxian Flenser 30 Vermin
Thunderbird 30 Magical Beast, Monstrosity, Great Avian
Titanic Medusa 30 Legend Monstrous Humanoid, Monstrosity
True Manipulator 30 Outsider, Helleskrieg, Aberration
Uvuudaum 30 Outsider
Vacant Vermiurge 30 Heavy Construct, Prodigy
Verdant Helleskrieg 30 Outsider, Aberration
World-Burner Hellhound 30 Outsider
Xeph Captain 30 Outsider
Xorn Cairn 30 Outsider

CR 31

Creature Name CR Role Type
CR 31 Blueprint Lore CR 31 Blueprint CR 31 Blueprint CR 31 Blueprint
Aboleth Predictor 31 Aberration
Adamantine Forge Golem 31 Heavy Construct
Aegeirus Nymph 31 Fey
Appointed Worm-That-Walks 31 Killer Construct, Prodigy
Arctic Xixecal 31 Threat Outsider
Atropal Annihilator 31 Outsider, Undead
Bonefield 31 Swarm, Undead
Brachyurus Fenris-Kin 31 Legend Magical Beast, Monstrosity
Cerberus Legion-Head 31 Legend Magical Beast, Monstrosity
Death Giant Noble 31 Monstrous Humanoid, Giant
Delirium Spider 31 Sneak Vermin
Doppelganger Realmwalker 31 Protean
Drashnar 31 Aberration
Dreamtree 31 Legend Plant
Drifting Chaos Beast 31 Threat Outsider
Drow Champion 31 Fey
Duergar Sapper 31 Humanoid
Ebon Magmin 31 Outsider
Endless Gargoyle 31 Monstrous Humanoid
Engorged Hemorrhagic Pudding 31 Killer Ooze
Fate Witch 31 Monstrous Humanoid, Fey
Flesh Colossus 31 Heavy Construct, Prodigy
Floating Zombie Parts 31 Minion Undead
Fomaorian Whisperer 31 Monstrous Humanoid, Giant
Galvanic Marid 31 Outsider
Helleskrieg Frostbound 31 Outsider, Aberration
Immaculate Drider 31 Heavy Aberration
Imperious Force Wyrm 31 Threat Dragon, Outsider
K'thol 31 Aberration
Lady of Twofold Truths 31 Villain Undead, Mummy
Leaping Zombie 31 Undead
Majestic Manipulator Helleskrieg 31 Outsider, Aberration
Prodigious Tearing Turtle 31 Legend Animal, Monstrosity
Resplendent Couatl 31 Outsider, Native
Rot Fly Insinuator 31 Vermin
Ruined Anaxim 31 Construct, Prodigy, Outsider
Runemarked Cyzrix 31 Aberration
Sable Gloom 31 Humanoid
Savage Prismatic Dragon 31 Threat Dragon, Outsider
Scabrous Varmint 31 Aberration, Disease, Vermin
Shadow Swarm 31 Swarm, Undead, Troop, Incorporeal
Smoky Annihilation Skeleton 31 Undead
Somber Crool Lothario 31 Humanoid
Spear-Faced Thunder Lizard 31 Legend Magical Beast, Monstrosity
Spine Hound 31 Aberration
Summoned Monster CR 31 Lore

Summoned Monster  (CR )

Alignment: As Caster – Size: Medium – Type: Outsider

Perception:
-1 -11
Passive Active
Creature Health
0 0 0
Hit Points Bloodied Hit Dice
Saving Throws
Fort: 0
Refl: -5
Will: -5

Senses:

Movement Types:

  • Walk 30 ft.
  • additional move types per summon spell

Skills:

  • All skills: +-11

Feats:

  • none

Languages:

  • Able to understand, but not speak, one language the summoner knows at the Native fluency.


Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+0
Sword Icon 3.png
Man Off
-12
Sword Icon 3.png
AC
Shield Icon 3.png
0
Man Def
Shield Icon 3.png
0

Standard Attack (Melee):

Full Attack (Melee):

Standard Attack (Ranged):

  • none

Full Attack (Ranged):

  • none

Special Abilities

Obedient (Ex) Always On
A Summoned Monster always looks to its summoner for direction. As a result of this obedience, a summoned monster only has one standard action per round, but, its summoner may always 'gift' it one of either a Standard, Move, or Swift action, at the expense of giving up their own Standard, Move, or Swift action (respectively) in return. A Summoned Monster may trade down its own Standard action for a Move action or a Swift action as normal, and indeed, this is how a Summoned Monster usually takes move actions.

A Summoned Monster may take a 5-Foot Step in any round in which it does not use a Move Action to move.

A Summoned Monster has no sense of self preservation, existing only to help their summoner. As a result, they will take actions that are harmful to them, such as triggering traps, moving to provoke attacks of opportunity, or leaping into bottomless pits of doom, without hesitation.

Summoned Strike (Ex) Standard Action
Once per round as a standard action, a Summoned Monster may perform a Summoned Strike. This is a melee attack which never provokes attacks of opportunity. (The exact details and special effects of the attack are left to the player and referee to work out, but it should be a thematic 'fit' with the creature's appearance.) Summoned Strike cannot be used as a ranged attack, unless the summoner has some means of altering the power to do so.

Summoned Strike affects a single enemy creature, hits automatically, and inflicts 0 points of bludgeoning (physical, common) damage per attack. Affected creatures are allowed to make a Fort save against a DC of 0 to take half damage.

Be sure to stand in the right place...

Summoned Monster (CR )

A Summoned Monster is an ally creature created, or summoned, or coerced, into existence when a Summon Monster spell (and all related summoning abilities) are used. A Summoned Monster can have nearly any appearance, as the summoning creature (player) is allowed to define what their preferred ally looks like, how it acts, and how it comports itself.

Some summoned monsters may look like swarms of insects, forest creatures, or even trees and bushes. Others look like noble stags, moose, or other sylvan creatures. Yet others look like fanciful silver-frosted great wolves, or ghostly tigers, red-eyed bulls, or terrifying eagles of ice. Summoned monsters can look like mundane monsters, such as standard-seeming orcs, obedient goblins, or helpful ogres. Yet others look like glowing outlines of celestial beings, inky blots of smoky darkness, gold-plated statues, animated chairs, masses of tentacles, rolling wheels full of eyes, scarecrows, or any of a thousand other forms.

In general, the player and the referee should decide together on the summoned creature's appearance. If the player wants to have a 'signature' creature that they always summon, that is perfectly allowed, or they can allow the GM to assign the appearance of the summoned monster every time it shows up. In all cases, no matter the appearance, a summoned monster ALWAYS has ONLY the powers and abilities ascribed to it by the write-up below. Summoning a Roc does not mean the creature is vast and able to fly, unless the summoner has some way of giving the creature those characteristics. Mechanically, every summoned monster has access to the same attacks and abilities. Without using feats or other modifiers, all summoned monsters of a given CR, no matter their appearance, have the same combat efficacy.

Combat Tactics

Summoned Monsters always act as faithful allies of their Summoner, and if not actively directed, will always work for the best interests of their Summoner, based upon their (possibly limited) information about what their Summoner needs. They will typically move into combat fearlessly, provoking attacks of opportunity and working to set up flanks, or block attackers from moving freely. As a free action, their summoner may direct them in what they should do.

If they cannot reach melee in a single move, they will usually charge the nearest foe, or convert their standard action to a move action to move in (if they cannot perform a charge) to interpose themselves between their summoner and danger.

Out of Combat

Summoned Monsters typically do not exist outside of combat, but if abilities are used to make them do so, they are friendly, helpful, but essentially mute. Even if they do possess useful knowledge or information, they typically cannot speak so they are unable to impart it. They only exist to aid their summoner in battle.

Rewards

This creature does not award any experience points (XP) or treasure when defeated.

Summoned Monster  (CR )

Alignment: As Caster – Size: Medium – Type: Outsider

Perception:
-1 -11
Passive Active
Creature Health
0 0 0
Hit Points Bloodied Hit Dice
Saving Throws
Fort: 0
Refl: -5
Will: -5

Senses:

Movement Types:

  • Walk 30 ft.
  • additional move types per summon spell

Skills:

  • All skills: +-11

Feats:

  • none

Languages:

  • Able to understand, but not speak, one language the summoner knows at the Native fluency.


Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+0
Sword Icon 3.png
Man Off
-12
Sword Icon 3.png
AC
Shield Icon 3.png
0
Man Def
Shield Icon 3.png
0

Standard Attack (Melee):

Full Attack (Melee):

Standard Attack (Ranged):

  • none

Full Attack (Ranged):

  • none

Special Abilities

Obedient (Ex) Always On
A Summoned Monster always looks to its summoner for direction. As a result of this obedience, a summoned monster only has one standard action per round, but, its summoner may always 'gift' it one of either a Standard, Move, or Swift action, at the expense of giving up their own Standard, Move, or Swift action (respectively) in return. A Summoned Monster may trade down its own Standard action for a Move action or a Swift action as normal, and indeed, this is how a Summoned Monster usually takes move actions.

A Summoned Monster may take a 5-Foot Step in any round in which it does not use a Move Action to move.

A Summoned Monster has no sense of self preservation, existing only to help their summoner. As a result, they will take actions that are harmful to them, such as triggering traps, moving to provoke attacks of opportunity, or leaping into bottomless pits of doom, without hesitation.

Summoned Strike (Ex) Standard Action
Once per round as a standard action, a Summoned Monster may perform a Summoned Strike. This is a melee attack which never provokes attacks of opportunity. (The exact details and special effects of the attack are left to the player and referee to work out, but it should be a thematic 'fit' with the creature's appearance.) Summoned Strike cannot be used as a ranged attack, unless the summoner has some means of altering the power to do so.

Summoned Strike affects a single enemy creature, hits automatically, and inflicts 0 points of bludgeoning (physical, common) damage per attack. Affected creatures are allowed to make a Fort save against a DC of 0 to take half damage.

Be sure to stand in the right place...

Summoned Monster (CR )

A Summoned Monster is an ally creature created, or summoned, or coerced, into existence when a Summon Monster spell (and all related summoning abilities) are used. A Summoned Monster can have nearly any appearance, as the summoning creature (player) is allowed to define what their preferred ally looks like, how it acts, and how it comports itself.

Some summoned monsters may look like swarms of insects, forest creatures, or even trees and bushes. Others look like noble stags, moose, or other sylvan creatures. Yet others look like fanciful silver-frosted great wolves, or ghostly tigers, red-eyed bulls, or terrifying eagles of ice. Summoned monsters can look like mundane monsters, such as standard-seeming orcs, obedient goblins, or helpful ogres. Yet others look like glowing outlines of celestial beings, inky blots of smoky darkness, gold-plated statues, animated chairs, masses of tentacles, rolling wheels full of eyes, scarecrows, or any of a thousand other forms.

In general, the player and the referee should decide together on the summoned creature's appearance. If the player wants to have a 'signature' creature that they always summon, that is perfectly allowed, or they can allow the GM to assign the appearance of the summoned monster every time it shows up. In all cases, no matter the appearance, a summoned monster ALWAYS has ONLY the powers and abilities ascribed to it by the write-up below. Summoning a Roc does not mean the creature is vast and able to fly, unless the summoner has some way of giving the creature those characteristics. Mechanically, every summoned monster has access to the same attacks and abilities. Without using feats or other modifiers, all summoned monsters of a given CR, no matter their appearance, have the same combat efficacy.

Combat Tactics

Summoned Monsters always act as faithful allies of their Summoner, and if not actively directed, will always work for the best interests of their Summoner, based upon their (possibly limited) information about what their Summoner needs. They will typically move into combat fearlessly, provoking attacks of opportunity and working to set up flanks, or block attackers from moving freely. As a free action, their summoner may direct them in what they should do.

If they cannot reach melee in a single move, they will usually charge the nearest foe, or convert their standard action to a move action to move in (if they cannot perform a charge) to interpose themselves between their summoner and danger.

Out of Combat

Summoned Monsters typically do not exist outside of combat, but if abilities are used to make them do so, they are friendly, helpful, but essentially mute. Even if they do possess useful knowledge or information, they typically cannot speak so they are unable to impart it. They only exist to aid their summoner in battle.

Rewards

This creature does not award any experience points (XP) or treasure when defeated.

Summoned Monster  (CR )

Alignment: As Caster – Size: Medium – Type: Outsider

Perception:
-1 -11
Passive Active
Creature Health
0 0 0
Hit Points Bloodied Hit Dice
Saving Throws
Fort: 0
Refl: -5
Will: -5

Senses:

Movement Types:

  • Walk 30 ft.
  • additional move types per summon spell

Skills:

  • All skills: +-11

Feats:

  • none

Languages:

  • Able to understand, but not speak, one language the summoner knows at the Native fluency.


Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+0
Sword Icon 3.png
Man Off
-12
Sword Icon 3.png
AC
Shield Icon 3.png
0
Man Def
Shield Icon 3.png
0

Standard Attack (Melee):

Full Attack (Melee):

Standard Attack (Ranged):

  • none

Full Attack (Ranged):

  • none

Special Abilities

Obedient (Ex) Always On
A Summoned Monster always looks to its summoner for direction. As a result of this obedience, a summoned monster only has one standard action per round, but, its summoner may always 'gift' it one of either a Standard, Move, or Swift action, at the expense of giving up their own Standard, Move, or Swift action (respectively) in return. A Summoned Monster may trade down its own Standard action for a Move action or a Swift action as normal, and indeed, this is how a Summoned Monster usually takes move actions.

A Summoned Monster may take a 5-Foot Step in any round in which it does not use a Move Action to move.

A Summoned Monster has no sense of self preservation, existing only to help their summoner. As a result, they will take actions that are harmful to them, such as triggering traps, moving to provoke attacks of opportunity, or leaping into bottomless pits of doom, without hesitation.

Summoned Strike (Ex) Standard Action
Once per round as a standard action, a Summoned Monster may perform a Summoned Strike. This is a melee attack which never provokes attacks of opportunity. (The exact details and special effects of the attack are left to the player and referee to work out, but it should be a thematic 'fit' with the creature's appearance.) Summoned Strike cannot be used as a ranged attack, unless the summoner has some means of altering the power to do so.

Summoned Strike affects a single enemy creature, hits automatically, and inflicts 0 points of bludgeoning (physical, common) damage per attack. Affected creatures are allowed to make a Fort save against a DC of 0 to take half damage.

Be sure to stand in the right place...

Summoned Monster (CR )

A Summoned Monster is an ally creature created, or summoned, or coerced, into existence when a Summon Monster spell (and all related summoning abilities) are used. A Summoned Monster can have nearly any appearance, as the summoning creature (player) is allowed to define what their preferred ally looks like, how it acts, and how it comports itself.

Some summoned monsters may look like swarms of insects, forest creatures, or even trees and bushes. Others look like noble stags, moose, or other sylvan creatures. Yet others look like fanciful silver-frosted great wolves, or ghostly tigers, red-eyed bulls, or terrifying eagles of ice. Summoned monsters can look like mundane monsters, such as standard-seeming orcs, obedient goblins, or helpful ogres. Yet others look like glowing outlines of celestial beings, inky blots of smoky darkness, gold-plated statues, animated chairs, masses of tentacles, rolling wheels full of eyes, scarecrows, or any of a thousand other forms.

In general, the player and the referee should decide together on the summoned creature's appearance. If the player wants to have a 'signature' creature that they always summon, that is perfectly allowed, or they can allow the GM to assign the appearance of the summoned monster every time it shows up. In all cases, no matter the appearance, a summoned monster ALWAYS has ONLY the powers and abilities ascribed to it by the write-up below. Summoning a Roc does not mean the creature is vast and able to fly, unless the summoner has some way of giving the creature those characteristics. Mechanically, every summoned monster has access to the same attacks and abilities. Without using feats or other modifiers, all summoned monsters of a given CR, no matter their appearance, have the same combat efficacy.

Combat Tactics

Summoned Monsters always act as faithful allies of their Summoner, and if not actively directed, will always work for the best interests of their Summoner, based upon their (possibly limited) information about what their Summoner needs. They will typically move into combat fearlessly, provoking attacks of opportunity and working to set up flanks, or block attackers from moving freely. As a free action, their summoner may direct them in what they should do.

If they cannot reach melee in a single move, they will usually charge the nearest foe, or convert their standard action to a move action to move in (if they cannot perform a charge) to interpose themselves between their summoner and danger.

Out of Combat

Summoned Monsters typically do not exist outside of combat, but if abilities are used to make them do so, they are friendly, helpful, but essentially mute. Even if they do possess useful knowledge or information, they typically cannot speak so they are unable to impart it. They only exist to aid their summoner in battle.

Rewards

This creature does not award any experience points (XP) or treasure when defeated.

Superior Verdant Helleskrieg 31 Outsider, Aberration
Titanic Mammoth 31 Legend Animal, Monstrosity
True Taiga Helleskrieg 31 Outsider, Aberration
Vampire Thrall Disciple 31 Heavy Humanoid
Windswept Chichimec 31 Outsider, Air
Woebegone Le Shay 31 Fey

CR 32

Creature Name CR Role Type
CR 32 Blueprint Lore CR 32 Blueprint CR 32 Blueprint CR 32 Blueprint
Air Elemental Overlord 32 Outsider
Atropal Enervator 32 Outsider, Undead
Corybantic Maenad 32 Humanoid
Demi-Lich Soul-Stealer 32 Tank Undead
Doppelganger Imperiatrix 32 Leader Protean
Dusk Bracken Treant 32 Plant
Earth Elemental Overlord 32 Outsider
Empress Medusa 32 Monstrous Humanoid
Fire Elemental Overlord 32 Outsider
Fomaorian Jailer 32 Heavy Monstrous Humanoid, Giant
Giant Nascent Wolverine 32 Heavy Animal
Gleaming Astral Construct 32 Construct, Outsider
Gorge-Belly Crocodilian 32 Legend Magical Beast, Monstrosity
Grotesque Neh-Thalggu 32 Aberration
Grudge Spectre 32 Undead, Ghost, Incorporeal
Hadean Kraken 32 Threat Magical Beast, Devil
Hateful Phaethon 32 Threat Outsider, Fire
Helleskrieg Inferno 32 Outsider, Aberration
Hellknight Charioteer 32 Outsider, Undead, Skeleton
Intense Behir 32 Magical Beast
Karkaradon Great White 32 Legend Magical Beast, Monstrosity
Majestic Taiga Helleskrieg 32 Outsider, Aberration
Maugdra 32 Aberration
Nightwalker Shadow 32 Undead, Incorporeal
Primeval Vampire 32 Undead
Quiescent Wight 32 Undead
Rakshasa Mehmed 32 Outsider, Native
Reeking Otyugh 32 Aberration
Shimmering Stag 32 Legend Animal, Fey
Slimy Varmint Swarm 32 Aberration, Disease, Vermin
Solarian Waspine Dancer 32 Aberration, Outsider
Solarian Waspine Prospectarch 32 Sneak Aberration, Outsider
Somber Crool Vandal 32 Heavy Humanoid
Starblind Worm 32 Magical Beast
Storm Titan 32 Heavy Monstrous Humanoid
Stygian Dragloth 32 Aberration, Dragon
Summoned Monster CR 32 Lore

Summoned Monster  (CR )

Alignment: As Caster – Size: Medium – Type: Outsider

Perception:
-1 -11
Passive Active
Creature Health
0 0 0
Hit Points Bloodied Hit Dice
Saving Throws
Fort: 0
Refl: -5
Will: -5

Senses:

Movement Types:

  • Walk 30 ft.
  • additional move types per summon spell

Skills:

  • All skills: +-11

Feats:

  • none

Languages:

  • Able to understand, but not speak, one language the summoner knows at the Native fluency.


Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+0
Sword Icon 3.png
Man Off
-12
Sword Icon 3.png
AC
Shield Icon 3.png
0
Man Def
Shield Icon 3.png
0

Standard Attack (Melee):

Full Attack (Melee):

Standard Attack (Ranged):

  • none

Full Attack (Ranged):

  • none

Special Abilities

Obedient (Ex) Always On
A Summoned Monster always looks to its summoner for direction. As a result of this obedience, a summoned monster only has one standard action per round, but, its summoner may always 'gift' it one of either a Standard, Move, or Swift action, at the expense of giving up their own Standard, Move, or Swift action (respectively) in return. A Summoned Monster may trade down its own Standard action for a Move action or a Swift action as normal, and indeed, this is how a Summoned Monster usually takes move actions.

A Summoned Monster may take a 5-Foot Step in any round in which it does not use a Move Action to move.

A Summoned Monster has no sense of self preservation, existing only to help their summoner. As a result, they will take actions that are harmful to them, such as triggering traps, moving to provoke attacks of opportunity, or leaping into bottomless pits of doom, without hesitation.

Summoned Strike (Ex) Standard Action
Once per round as a standard action, a Summoned Monster may perform a Summoned Strike. This is a melee attack which never provokes attacks of opportunity. (The exact details and special effects of the attack are left to the player and referee to work out, but it should be a thematic 'fit' with the creature's appearance.) Summoned Strike cannot be used as a ranged attack, unless the summoner has some means of altering the power to do so.

Summoned Strike affects a single enemy creature, hits automatically, and inflicts 0 points of bludgeoning (physical, common) damage per attack. Affected creatures are allowed to make a Fort save against a DC of 0 to take half damage.

Be sure to stand in the right place...

Summoned Monster (CR )

A Summoned Monster is an ally creature created, or summoned, or coerced, into existence when a Summon Monster spell (and all related summoning abilities) are used. A Summoned Monster can have nearly any appearance, as the summoning creature (player) is allowed to define what their preferred ally looks like, how it acts, and how it comports itself.

Some summoned monsters may look like swarms of insects, forest creatures, or even trees and bushes. Others look like noble stags, moose, or other sylvan creatures. Yet others look like fanciful silver-frosted great wolves, or ghostly tigers, red-eyed bulls, or terrifying eagles of ice. Summoned monsters can look like mundane monsters, such as standard-seeming orcs, obedient goblins, or helpful ogres. Yet others look like glowing outlines of celestial beings, inky blots of smoky darkness, gold-plated statues, animated chairs, masses of tentacles, rolling wheels full of eyes, scarecrows, or any of a thousand other forms.

In general, the player and the referee should decide together on the summoned creature's appearance. If the player wants to have a 'signature' creature that they always summon, that is perfectly allowed, or they can allow the GM to assign the appearance of the summoned monster every time it shows up. In all cases, no matter the appearance, a summoned monster ALWAYS has ONLY the powers and abilities ascribed to it by the write-up below. Summoning a Roc does not mean the creature is vast and able to fly, unless the summoner has some way of giving the creature those characteristics. Mechanically, every summoned monster has access to the same attacks and abilities. Without using feats or other modifiers, all summoned monsters of a given CR, no matter their appearance, have the same combat efficacy.

Combat Tactics

Summoned Monsters always act as faithful allies of their Summoner, and if not actively directed, will always work for the best interests of their Summoner, based upon their (possibly limited) information about what their Summoner needs. They will typically move into combat fearlessly, provoking attacks of opportunity and working to set up flanks, or block attackers from moving freely. As a free action, their summoner may direct them in what they should do.

If they cannot reach melee in a single move, they will usually charge the nearest foe, or convert their standard action to a move action to move in (if they cannot perform a charge) to interpose themselves between their summoner and danger.

Out of Combat

Summoned Monsters typically do not exist outside of combat, but if abilities are used to make them do so, they are friendly, helpful, but essentially mute. Even if they do possess useful knowledge or information, they typically cannot speak so they are unable to impart it. They only exist to aid their summoner in battle.

Rewards

This creature does not award any experience points (XP) or treasure when defeated.

Summoned Monster  (CR )

Alignment: As Caster – Size: Medium – Type: Outsider

Perception:
-1 -11
Passive Active
Creature Health
0 0 0
Hit Points Bloodied Hit Dice
Saving Throws
Fort: 0
Refl: -5
Will: -5

Senses:

Movement Types:

  • Walk 30 ft.
  • additional move types per summon spell

Skills:

  • All skills: +-11

Feats:

  • none

Languages:

  • Able to understand, but not speak, one language the summoner knows at the Native fluency.


Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+0
Sword Icon 3.png
Man Off
-12
Sword Icon 3.png
AC
Shield Icon 3.png
0
Man Def
Shield Icon 3.png
0

Standard Attack (Melee):

Full Attack (Melee):

Standard Attack (Ranged):

  • none

Full Attack (Ranged):

  • none

Special Abilities

Obedient (Ex) Always On
A Summoned Monster always looks to its summoner for direction. As a result of this obedience, a summoned monster only has one standard action per round, but, its summoner may always 'gift' it one of either a Standard, Move, or Swift action, at the expense of giving up their own Standard, Move, or Swift action (respectively) in return. A Summoned Monster may trade down its own Standard action for a Move action or a Swift action as normal, and indeed, this is how a Summoned Monster usually takes move actions.

A Summoned Monster may take a 5-Foot Step in any round in which it does not use a Move Action to move.

A Summoned Monster has no sense of self preservation, existing only to help their summoner. As a result, they will take actions that are harmful to them, such as triggering traps, moving to provoke attacks of opportunity, or leaping into bottomless pits of doom, without hesitation.

Summoned Strike (Ex) Standard Action
Once per round as a standard action, a Summoned Monster may perform a Summoned Strike. This is a melee attack which never provokes attacks of opportunity. (The exact details and special effects of the attack are left to the player and referee to work out, but it should be a thematic 'fit' with the creature's appearance.) Summoned Strike cannot be used as a ranged attack, unless the summoner has some means of altering the power to do so.

Summoned Strike affects a single enemy creature, hits automatically, and inflicts 0 points of bludgeoning (physical, common) damage per attack. Affected creatures are allowed to make a Fort save against a DC of 0 to take half damage.

Be sure to stand in the right place...

Summoned Monster (CR )

A Summoned Monster is an ally creature created, or summoned, or coerced, into existence when a Summon Monster spell (and all related summoning abilities) are used. A Summoned Monster can have nearly any appearance, as the summoning creature (player) is allowed to define what their preferred ally looks like, how it acts, and how it comports itself.

Some summoned monsters may look like swarms of insects, forest creatures, or even trees and bushes. Others look like noble stags, moose, or other sylvan creatures. Yet others look like fanciful silver-frosted great wolves, or ghostly tigers, red-eyed bulls, or terrifying eagles of ice. Summoned monsters can look like mundane monsters, such as standard-seeming orcs, obedient goblins, or helpful ogres. Yet others look like glowing outlines of celestial beings, inky blots of smoky darkness, gold-plated statues, animated chairs, masses of tentacles, rolling wheels full of eyes, scarecrows, or any of a thousand other forms.

In general, the player and the referee should decide together on the summoned creature's appearance. If the player wants to have a 'signature' creature that they always summon, that is perfectly allowed, or they can allow the GM to assign the appearance of the summoned monster every time it shows up. In all cases, no matter the appearance, a summoned monster ALWAYS has ONLY the powers and abilities ascribed to it by the write-up below. Summoning a Roc does not mean the creature is vast and able to fly, unless the summoner has some way of giving the creature those characteristics. Mechanically, every summoned monster has access to the same attacks and abilities. Without using feats or other modifiers, all summoned monsters of a given CR, no matter their appearance, have the same combat efficacy.

Combat Tactics

Summoned Monsters always act as faithful allies of their Summoner, and if not actively directed, will always work for the best interests of their Summoner, based upon their (possibly limited) information about what their Summoner needs. They will typically move into combat fearlessly, provoking attacks of opportunity and working to set up flanks, or block attackers from moving freely. As a free action, their summoner may direct them in what they should do.

If they cannot reach melee in a single move, they will usually charge the nearest foe, or convert their standard action to a move action to move in (if they cannot perform a charge) to interpose themselves between their summoner and danger.

Out of Combat

Summoned Monsters typically do not exist outside of combat, but if abilities are used to make them do so, they are friendly, helpful, but essentially mute. Even if they do possess useful knowledge or information, they typically cannot speak so they are unable to impart it. They only exist to aid their summoner in battle.

Rewards

This creature does not award any experience points (XP) or treasure when defeated.

Summoned Monster  (CR )

Alignment: As Caster – Size: Medium – Type: Outsider

Perception:
-1 -11
Passive Active
Creature Health
0 0 0
Hit Points Bloodied Hit Dice
Saving Throws
Fort: 0
Refl: -5
Will: -5

Senses:

Movement Types:

  • Walk 30 ft.
  • additional move types per summon spell

Skills:

  • All skills: +-11

Feats:

  • none

Languages:

  • Able to understand, but not speak, one language the summoner knows at the Native fluency.


Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+0
Sword Icon 3.png
Man Off
-12
Sword Icon 3.png
AC
Shield Icon 3.png
0
Man Def
Shield Icon 3.png
0

Standard Attack (Melee):

Full Attack (Melee):

Standard Attack (Ranged):

  • none

Full Attack (Ranged):

  • none

Special Abilities

Obedient (Ex) Always On
A Summoned Monster always looks to its summoner for direction. As a result of this obedience, a summoned monster only has one standard action per round, but, its summoner may always 'gift' it one of either a Standard, Move, or Swift action, at the expense of giving up their own Standard, Move, or Swift action (respectively) in return. A Summoned Monster may trade down its own Standard action for a Move action or a Swift action as normal, and indeed, this is how a Summoned Monster usually takes move actions.

A Summoned Monster may take a 5-Foot Step in any round in which it does not use a Move Action to move.

A Summoned Monster has no sense of self preservation, existing only to help their summoner. As a result, they will take actions that are harmful to them, such as triggering traps, moving to provoke attacks of opportunity, or leaping into bottomless pits of doom, without hesitation.

Summoned Strike (Ex) Standard Action
Once per round as a standard action, a Summoned Monster may perform a Summoned Strike. This is a melee attack which never provokes attacks of opportunity. (The exact details and special effects of the attack are left to the player and referee to work out, but it should be a thematic 'fit' with the creature's appearance.) Summoned Strike cannot be used as a ranged attack, unless the summoner has some means of altering the power to do so.

Summoned Strike affects a single enemy creature, hits automatically, and inflicts 0 points of bludgeoning (physical, common) damage per attack. Affected creatures are allowed to make a Fort save against a DC of 0 to take half damage.

Be sure to stand in the right place...

Summoned Monster (CR )

A Summoned Monster is an ally creature created, or summoned, or coerced, into existence when a Summon Monster spell (and all related summoning abilities) are used. A Summoned Monster can have nearly any appearance, as the summoning creature (player) is allowed to define what their preferred ally looks like, how it acts, and how it comports itself.

Some summoned monsters may look like swarms of insects, forest creatures, or even trees and bushes. Others look like noble stags, moose, or other sylvan creatures. Yet others look like fanciful silver-frosted great wolves, or ghostly tigers, red-eyed bulls, or terrifying eagles of ice. Summoned monsters can look like mundane monsters, such as standard-seeming orcs, obedient goblins, or helpful ogres. Yet others look like glowing outlines of celestial beings, inky blots of smoky darkness, gold-plated statues, animated chairs, masses of tentacles, rolling wheels full of eyes, scarecrows, or any of a thousand other forms.

In general, the player and the referee should decide together on the summoned creature's appearance. If the player wants to have a 'signature' creature that they always summon, that is perfectly allowed, or they can allow the GM to assign the appearance of the summoned monster every time it shows up. In all cases, no matter the appearance, a summoned monster ALWAYS has ONLY the powers and abilities ascribed to it by the write-up below. Summoning a Roc does not mean the creature is vast and able to fly, unless the summoner has some way of giving the creature those characteristics. Mechanically, every summoned monster has access to the same attacks and abilities. Without using feats or other modifiers, all summoned monsters of a given CR, no matter their appearance, have the same combat efficacy.

Combat Tactics

Summoned Monsters always act as faithful allies of their Summoner, and if not actively directed, will always work for the best interests of their Summoner, based upon their (possibly limited) information about what their Summoner needs. They will typically move into combat fearlessly, provoking attacks of opportunity and working to set up flanks, or block attackers from moving freely. As a free action, their summoner may direct them in what they should do.

If they cannot reach melee in a single move, they will usually charge the nearest foe, or convert their standard action to a move action to move in (if they cannot perform a charge) to interpose themselves between their summoner and danger.

Out of Combat

Summoned Monsters typically do not exist outside of combat, but if abilities are used to make them do so, they are friendly, helpful, but essentially mute. Even if they do possess useful knowledge or information, they typically cannot speak so they are unable to impart it. They only exist to aid their summoner in battle.

Rewards

This creature does not award any experience points (XP) or treasure when defeated.

Superior Frostbound Helleskrieg 32 Outsider, Aberration
Thoraxian Scourge 32 Vermin (Thorciasid)
True Verdant Helleskrieg 32 Outsider, Aberration
Untouched Phane 32 Outsider
Vitiate Xill 32 Outsider
Water Elemental Overlord 32 Outsider

CR 33

Creature Name CR Role Type
CR 33 Blueprint Lore CR 33 Blueprint CR 33 Blueprint CR 33 Blueprint
Annealed Marid 33 Outsider
Anthracite Magmin 33 Outsider
Bahairim Soul Flayer 33 Legend Aberration, Construct, Devil, Prodigy
Buboed Great Toad 33 Legend Magical Beast, Monstrosity
Disintegrating Zombie Parts 33 Minion Undead
Drider Monstrosity 33 Heavy Aberration
Eternal Gargoyle 33 Monstrous Humanoid
Fomaorian Excruciator 33 Monstrous Humanoid, Giant
Gambrian Bog Fiend 33 Aberration
Giant Ogre 33 Heavy Monstrous Humanoid, Monstrosity, Aberration
Great Buffalo 33 Legend Animal
Great Ophidian Dune-Span Sidewinder 33 Legend Magical Beast, Monstrosity
Hawmord Phasm 33 Aberration
Helleskrieg Juggernaut 33 Outsider, Aberration
Illuminated Locathah 33 Outsider
Infernal General 33 Outsider
Iron Chain Golem 33 Heavy Construct
Junked Anaxim 33 Construct, Prodigy, Outsider
Lunging Devilsaur 33 Threat Magical Beast, Monstrosity
Majestic Verdant Helleskrieg 33 Outsider, Aberration
Plasma Varmint 33 Aberration, Disease, Vermin
Prepared Vermiurge 33 Heavy Construct, Prodigy
Prodigious Cannibal Turtle 33 Legend Animal, Monstrosity
Radiant Sun Mummy 33 Undead
Ravenous Apocalypse Slime 33 Ooze
Ravenous Atropal 33 Outsider, Undead
Rimed Xixecal 33 Threat Outsider
Riveter Wasp Swarm 33 Swarm, Vermin
Sky Tyrant Gaze Owl 33 Heavy Magical Beast, Legendary, Monstrosity
Solarian Waspine Internuncio 33 Aberration, Outsider
Solarian Waspine Ordinariate 33 Sneak Aberration, Outsider
Somber Crool Gangster 33 Leader Humanoid
Starlight Zombie 33 Undead
Summoned Monster CR 33 Lore

Summoned Monster  (CR )

Alignment: As Caster – Size: Medium – Type: Outsider

Perception:
-1 -11
Passive Active
Creature Health
0 0 0
Hit Points Bloodied Hit Dice
Saving Throws
Fort: 0
Refl: -5
Will: -5

Senses:

Movement Types:

  • Walk 30 ft.
  • additional move types per summon spell

Skills:

  • All skills: +-11

Feats:

  • none

Languages:

  • Able to understand, but not speak, one language the summoner knows at the Native fluency.


Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+0
Sword Icon 3.png
Man Off
-12
Sword Icon 3.png
AC
Shield Icon 3.png
0
Man Def
Shield Icon 3.png
0

Standard Attack (Melee):

Full Attack (Melee):

Standard Attack (Ranged):

  • none

Full Attack (Ranged):

  • none

Special Abilities

Obedient (Ex) Always On
A Summoned Monster always looks to its summoner for direction. As a result of this obedience, a summoned monster only has one standard action per round, but, its summoner may always 'gift' it one of either a Standard, Move, or Swift action, at the expense of giving up their own Standard, Move, or Swift action (respectively) in return. A Summoned Monster may trade down its own Standard action for a Move action or a Swift action as normal, and indeed, this is how a Summoned Monster usually takes move actions.

A Summoned Monster may take a 5-Foot Step in any round in which it does not use a Move Action to move.

A Summoned Monster has no sense of self preservation, existing only to help their summoner. As a result, they will take actions that are harmful to them, such as triggering traps, moving to provoke attacks of opportunity, or leaping into bottomless pits of doom, without hesitation.

Summoned Strike (Ex) Standard Action
Once per round as a standard action, a Summoned Monster may perform a Summoned Strike. This is a melee attack which never provokes attacks of opportunity. (The exact details and special effects of the attack are left to the player and referee to work out, but it should be a thematic 'fit' with the creature's appearance.) Summoned Strike cannot be used as a ranged attack, unless the summoner has some means of altering the power to do so.

Summoned Strike affects a single enemy creature, hits automatically, and inflicts 0 points of bludgeoning (physical, common) damage per attack. Affected creatures are allowed to make a Fort save against a DC of 0 to take half damage.

Be sure to stand in the right place...

Summoned Monster (CR )

A Summoned Monster is an ally creature created, or summoned, or coerced, into existence when a Summon Monster spell (and all related summoning abilities) are used. A Summoned Monster can have nearly any appearance, as the summoning creature (player) is allowed to define what their preferred ally looks like, how it acts, and how it comports itself.

Some summoned monsters may look like swarms of insects, forest creatures, or even trees and bushes. Others look like noble stags, moose, or other sylvan creatures. Yet others look like fanciful silver-frosted great wolves, or ghostly tigers, red-eyed bulls, or terrifying eagles of ice. Summoned monsters can look like mundane monsters, such as standard-seeming orcs, obedient goblins, or helpful ogres. Yet others look like glowing outlines of celestial beings, inky blots of smoky darkness, gold-plated statues, animated chairs, masses of tentacles, rolling wheels full of eyes, scarecrows, or any of a thousand other forms.

In general, the player and the referee should decide together on the summoned creature's appearance. If the player wants to have a 'signature' creature that they always summon, that is perfectly allowed, or they can allow the GM to assign the appearance of the summoned monster every time it shows up. In all cases, no matter the appearance, a summoned monster ALWAYS has ONLY the powers and abilities ascribed to it by the write-up below. Summoning a Roc does not mean the creature is vast and able to fly, unless the summoner has some way of giving the creature those characteristics. Mechanically, every summoned monster has access to the same attacks and abilities. Without using feats or other modifiers, all summoned monsters of a given CR, no matter their appearance, have the same combat efficacy.

Combat Tactics

Summoned Monsters always act as faithful allies of their Summoner, and if not actively directed, will always work for the best interests of their Summoner, based upon their (possibly limited) information about what their Summoner needs. They will typically move into combat fearlessly, provoking attacks of opportunity and working to set up flanks, or block attackers from moving freely. As a free action, their summoner may direct them in what they should do.

If they cannot reach melee in a single move, they will usually charge the nearest foe, or convert their standard action to a move action to move in (if they cannot perform a charge) to interpose themselves between their summoner and danger.

Out of Combat

Summoned Monsters typically do not exist outside of combat, but if abilities are used to make them do so, they are friendly, helpful, but essentially mute. Even if they do possess useful knowledge or information, they typically cannot speak so they are unable to impart it. They only exist to aid their summoner in battle.

Rewards

This creature does not award any experience points (XP) or treasure when defeated.

Summoned Monster  (CR )

Alignment: As Caster – Size: Medium – Type: Outsider

Perception:
-1 -11
Passive Active
Creature Health
0 0 0
Hit Points Bloodied Hit Dice
Saving Throws
Fort: 0
Refl: -5
Will: -5

Senses:

Movement Types:

  • Walk 30 ft.
  • additional move types per summon spell

Skills:

  • All skills: +-11

Feats:

  • none

Languages:

  • Able to understand, but not speak, one language the summoner knows at the Native fluency.


Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+0
Sword Icon 3.png
Man Off
-12
Sword Icon 3.png
AC
Shield Icon 3.png
0
Man Def
Shield Icon 3.png
0

Standard Attack (Melee):

Full Attack (Melee):

Standard Attack (Ranged):

  • none

Full Attack (Ranged):

  • none

Special Abilities

Obedient (Ex) Always On
A Summoned Monster always looks to its summoner for direction. As a result of this obedience, a summoned monster only has one standard action per round, but, its summoner may always 'gift' it one of either a Standard, Move, or Swift action, at the expense of giving up their own Standard, Move, or Swift action (respectively) in return. A Summoned Monster may trade down its own Standard action for a Move action or a Swift action as normal, and indeed, this is how a Summoned Monster usually takes move actions.

A Summoned Monster may take a 5-Foot Step in any round in which it does not use a Move Action to move.

A Summoned Monster has no sense of self preservation, existing only to help their summoner. As a result, they will take actions that are harmful to them, such as triggering traps, moving to provoke attacks of opportunity, or leaping into bottomless pits of doom, without hesitation.

Summoned Strike (Ex) Standard Action
Once per round as a standard action, a Summoned Monster may perform a Summoned Strike. This is a melee attack which never provokes attacks of opportunity. (The exact details and special effects of the attack are left to the player and referee to work out, but it should be a thematic 'fit' with the creature's appearance.) Summoned Strike cannot be used as a ranged attack, unless the summoner has some means of altering the power to do so.

Summoned Strike affects a single enemy creature, hits automatically, and inflicts 0 points of bludgeoning (physical, common) damage per attack. Affected creatures are allowed to make a Fort save against a DC of 0 to take half damage.

Be sure to stand in the right place...

Summoned Monster (CR )

A Summoned Monster is an ally creature created, or summoned, or coerced, into existence when a Summon Monster spell (and all related summoning abilities) are used. A Summoned Monster can have nearly any appearance, as the summoning creature (player) is allowed to define what their preferred ally looks like, how it acts, and how it comports itself.

Some summoned monsters may look like swarms of insects, forest creatures, or even trees and bushes. Others look like noble stags, moose, or other sylvan creatures. Yet others look like fanciful silver-frosted great wolves, or ghostly tigers, red-eyed bulls, or terrifying eagles of ice. Summoned monsters can look like mundane monsters, such as standard-seeming orcs, obedient goblins, or helpful ogres. Yet others look like glowing outlines of celestial beings, inky blots of smoky darkness, gold-plated statues, animated chairs, masses of tentacles, rolling wheels full of eyes, scarecrows, or any of a thousand other forms.

In general, the player and the referee should decide together on the summoned creature's appearance. If the player wants to have a 'signature' creature that they always summon, that is perfectly allowed, or they can allow the GM to assign the appearance of the summoned monster every time it shows up. In all cases, no matter the appearance, a summoned monster ALWAYS has ONLY the powers and abilities ascribed to it by the write-up below. Summoning a Roc does not mean the creature is vast and able to fly, unless the summoner has some way of giving the creature those characteristics. Mechanically, every summoned monster has access to the same attacks and abilities. Without using feats or other modifiers, all summoned monsters of a given CR, no matter their appearance, have the same combat efficacy.

Combat Tactics

Summoned Monsters always act as faithful allies of their Summoner, and if not actively directed, will always work for the best interests of their Summoner, based upon their (possibly limited) information about what their Summoner needs. They will typically move into combat fearlessly, provoking attacks of opportunity and working to set up flanks, or block attackers from moving freely. As a free action, their summoner may direct them in what they should do.

If they cannot reach melee in a single move, they will usually charge the nearest foe, or convert their standard action to a move action to move in (if they cannot perform a charge) to interpose themselves between their summoner and danger.

Out of Combat

Summoned Monsters typically do not exist outside of combat, but if abilities are used to make them do so, they are friendly, helpful, but essentially mute. Even if they do possess useful knowledge or information, they typically cannot speak so they are unable to impart it. They only exist to aid their summoner in battle.

Rewards

This creature does not award any experience points (XP) or treasure when defeated.

Summoned Monster  (CR )

Alignment: As Caster – Size: Medium – Type: Outsider

Perception:
-1 -11
Passive Active
Creature Health
0 0 0
Hit Points Bloodied Hit Dice
Saving Throws
Fort: 0
Refl: -5
Will: -5

Senses:

Movement Types:

  • Walk 30 ft.
  • additional move types per summon spell

Skills:

  • All skills: +-11

Feats:

  • none

Languages:

  • Able to understand, but not speak, one language the summoner knows at the Native fluency.


Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+0
Sword Icon 3.png
Man Off
-12
Sword Icon 3.png
AC
Shield Icon 3.png
0
Man Def
Shield Icon 3.png
0

Standard Attack (Melee):

Full Attack (Melee):

Standard Attack (Ranged):

  • none

Full Attack (Ranged):

  • none

Special Abilities

Obedient (Ex) Always On
A Summoned Monster always looks to its summoner for direction. As a result of this obedience, a summoned monster only has one standard action per round, but, its summoner may always 'gift' it one of either a Standard, Move, or Swift action, at the expense of giving up their own Standard, Move, or Swift action (respectively) in return. A Summoned Monster may trade down its own Standard action for a Move action or a Swift action as normal, and indeed, this is how a Summoned Monster usually takes move actions.

A Summoned Monster may take a 5-Foot Step in any round in which it does not use a Move Action to move.

A Summoned Monster has no sense of self preservation, existing only to help their summoner. As a result, they will take actions that are harmful to them, such as triggering traps, moving to provoke attacks of opportunity, or leaping into bottomless pits of doom, without hesitation.

Summoned Strike (Ex) Standard Action
Once per round as a standard action, a Summoned Monster may perform a Summoned Strike. This is a melee attack which never provokes attacks of opportunity. (The exact details and special effects of the attack are left to the player and referee to work out, but it should be a thematic 'fit' with the creature's appearance.) Summoned Strike cannot be used as a ranged attack, unless the summoner has some means of altering the power to do so.

Summoned Strike affects a single enemy creature, hits automatically, and inflicts 0 points of bludgeoning (physical, common) damage per attack. Affected creatures are allowed to make a Fort save against a DC of 0 to take half damage.

Be sure to stand in the right place...

Summoned Monster (CR )

A Summoned Monster is an ally creature created, or summoned, or coerced, into existence when a Summon Monster spell (and all related summoning abilities) are used. A Summoned Monster can have nearly any appearance, as the summoning creature (player) is allowed to define what their preferred ally looks like, how it acts, and how it comports itself.

Some summoned monsters may look like swarms of insects, forest creatures, or even trees and bushes. Others look like noble stags, moose, or other sylvan creatures. Yet others look like fanciful silver-frosted great wolves, or ghostly tigers, red-eyed bulls, or terrifying eagles of ice. Summoned monsters can look like mundane monsters, such as standard-seeming orcs, obedient goblins, or helpful ogres. Yet others look like glowing outlines of celestial beings, inky blots of smoky darkness, gold-plated statues, animated chairs, masses of tentacles, rolling wheels full of eyes, scarecrows, or any of a thousand other forms.

In general, the player and the referee should decide together on the summoned creature's appearance. If the player wants to have a 'signature' creature that they always summon, that is perfectly allowed, or they can allow the GM to assign the appearance of the summoned monster every time it shows up. In all cases, no matter the appearance, a summoned monster ALWAYS has ONLY the powers and abilities ascribed to it by the write-up below. Summoning a Roc does not mean the creature is vast and able to fly, unless the summoner has some way of giving the creature those characteristics. Mechanically, every summoned monster has access to the same attacks and abilities. Without using feats or other modifiers, all summoned monsters of a given CR, no matter their appearance, have the same combat efficacy.

Combat Tactics

Summoned Monsters always act as faithful allies of their Summoner, and if not actively directed, will always work for the best interests of their Summoner, based upon their (possibly limited) information about what their Summoner needs. They will typically move into combat fearlessly, provoking attacks of opportunity and working to set up flanks, or block attackers from moving freely. As a free action, their summoner may direct them in what they should do.

If they cannot reach melee in a single move, they will usually charge the nearest foe, or convert their standard action to a move action to move in (if they cannot perform a charge) to interpose themselves between their summoner and danger.

Out of Combat

Summoned Monsters typically do not exist outside of combat, but if abilities are used to make them do so, they are friendly, helpful, but essentially mute. Even if they do possess useful knowledge or information, they typically cannot speak so they are unable to impart it. They only exist to aid their summoner in battle.

Rewards

This creature does not award any experience points (XP) or treasure when defeated.

Superior Inferno Helleskrieg 33 Outsider, Aberration
Tenebrous Gloom 33 Humanoid
Terrible Prismatic Dragon 33 Threat Dragon, Outsider
Thalian Nymph 33 Fey
Thunder-Lance Great Eel 33 Legend Magical Beast, Monstrosity
Timeslip Spider 33 Vermin, Monstrosity
True Frostbound Helleskrieg 33 Outsider, Aberration
Twilight Mushrooms 33 Plant
Vagrant Chaos Beast 33 Threat Outsider
Void Hydra 33 Shooter Magical Beast
Void-Marked Tyrannosaurus 33 Animal, Monstrosity, Dinosaur
Xorn Cenotaph 33 Outsider
Yrthak Thunderbird 33 Magical Beast, Monstrosity

CR 34

Creature Name CR Role Type
CR 34 Blueprint Lore CR 34 Blueprint CR 34 Blueprint CR 34 Blueprint
Aboleth Seer 34 Aberration
Atropal Malcontent 34 Outsider, Undead
August Couatl 34 Outsider, Native
Cailleach Witch 34 Monstrous Humanoid, Fey
Croatoan Wendigo 34 Protean
Dreadful Neh-Thalggu 34 Aberration
Dreamtree Grove 34 Plant, Troop
Duergar Black Priest 34 Humanoid
Fomaorian Headsman 34 Monstrous Humanoid, Giant
Forged Marid 34 Outsider
Ghostly Stag 34 Legend Animal, Fey
Helleskrieg Denizen 34 Outsider, Aberration
Immortal Air Elemental 34 Outsider
Immortal Earth Elemental 34 Outsider
Immortal Fire Elemental 34 Outsider
Immortal Water Elemental 34 Outsider
Karkaradon Megalodon 34 Legend Magical Beast, Monstrosity, Dinosaur
Krast 34 Aberration
Majestic Frostbound Helleskrieg 34 Outsider, Aberration
Mountain Troll 34 Monstrous Humanoid, Monstrosity
Narcissist Worm-That-Walks 34 Killer Construct, Prodigy
Orphic Hedge Treant 34 Plant
Phane Observer 34 Outsider
Radiating Astral Construct 34 Construct, Outsider
Rakshasa Riyad 34 Outsider, Native
Rot Fly Conceiver 34 Vermin
Sapient Baboon 34 Legend Magical Beast, Monstrosity, Great Ape
Scabrous Varmint Swarm 34 Aberration, Disease, Vermin
Sirrush Silvercrown 34 Legend Magical Beast, Monstrosity
Solarian Waspine Theocrat 34 Leader Aberration, Outsider
Spasmodic Doppelganger 34 Killer Protean
Star Stricken Wight 34 Undead, Outsider
Starless Dragloth 34 Aberration, Dragon
Summoned Monster CR 34 Lore

Summoned Monster  (CR )

Alignment: As Caster – Size: Medium – Type: Outsider

Perception:
-1 -11
Passive Active
Creature Health
0 0 0
Hit Points Bloodied Hit Dice
Saving Throws
Fort: 0
Refl: -5
Will: -5

Senses:

Movement Types:

  • Walk 30 ft.
  • additional move types per summon spell

Skills:

  • All skills: +-11

Feats:

  • none

Languages:

  • Able to understand, but not speak, one language the summoner knows at the Native fluency.


Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+0
Sword Icon 3.png
Man Off
-12
Sword Icon 3.png
AC
Shield Icon 3.png
0
Man Def
Shield Icon 3.png
0

Standard Attack (Melee):

Full Attack (Melee):

Standard Attack (Ranged):

  • none

Full Attack (Ranged):

  • none

Special Abilities

Obedient (Ex) Always On
A Summoned Monster always looks to its summoner for direction. As a result of this obedience, a summoned monster only has one standard action per round, but, its summoner may always 'gift' it one of either a Standard, Move, or Swift action, at the expense of giving up their own Standard, Move, or Swift action (respectively) in return. A Summoned Monster may trade down its own Standard action for a Move action or a Swift action as normal, and indeed, this is how a Summoned Monster usually takes move actions.

A Summoned Monster may take a 5-Foot Step in any round in which it does not use a Move Action to move.

A Summoned Monster has no sense of self preservation, existing only to help their summoner. As a result, they will take actions that are harmful to them, such as triggering traps, moving to provoke attacks of opportunity, or leaping into bottomless pits of doom, without hesitation.

Summoned Strike (Ex) Standard Action
Once per round as a standard action, a Summoned Monster may perform a Summoned Strike. This is a melee attack which never provokes attacks of opportunity. (The exact details and special effects of the attack are left to the player and referee to work out, but it should be a thematic 'fit' with the creature's appearance.) Summoned Strike cannot be used as a ranged attack, unless the summoner has some means of altering the power to do so.

Summoned Strike affects a single enemy creature, hits automatically, and inflicts 0 points of bludgeoning (physical, common) damage per attack. Affected creatures are allowed to make a Fort save against a DC of 0 to take half damage.

Be sure to stand in the right place...

Summoned Monster (CR )

A Summoned Monster is an ally creature created, or summoned, or coerced, into existence when a Summon Monster spell (and all related summoning abilities) are used. A Summoned Monster can have nearly any appearance, as the summoning creature (player) is allowed to define what their preferred ally looks like, how it acts, and how it comports itself.

Some summoned monsters may look like swarms of insects, forest creatures, or even trees and bushes. Others look like noble stags, moose, or other sylvan creatures. Yet others look like fanciful silver-frosted great wolves, or ghostly tigers, red-eyed bulls, or terrifying eagles of ice. Summoned monsters can look like mundane monsters, such as standard-seeming orcs, obedient goblins, or helpful ogres. Yet others look like glowing outlines of celestial beings, inky blots of smoky darkness, gold-plated statues, animated chairs, masses of tentacles, rolling wheels full of eyes, scarecrows, or any of a thousand other forms.

In general, the player and the referee should decide together on the summoned creature's appearance. If the player wants to have a 'signature' creature that they always summon, that is perfectly allowed, or they can allow the GM to assign the appearance of the summoned monster every time it shows up. In all cases, no matter the appearance, a summoned monster ALWAYS has ONLY the powers and abilities ascribed to it by the write-up below. Summoning a Roc does not mean the creature is vast and able to fly, unless the summoner has some way of giving the creature those characteristics. Mechanically, every summoned monster has access to the same attacks and abilities. Without using feats or other modifiers, all summoned monsters of a given CR, no matter their appearance, have the same combat efficacy.

Combat Tactics

Summoned Monsters always act as faithful allies of their Summoner, and if not actively directed, will always work for the best interests of their Summoner, based upon their (possibly limited) information about what their Summoner needs. They will typically move into combat fearlessly, provoking attacks of opportunity and working to set up flanks, or block attackers from moving freely. As a free action, their summoner may direct them in what they should do.

If they cannot reach melee in a single move, they will usually charge the nearest foe, or convert their standard action to a move action to move in (if they cannot perform a charge) to interpose themselves between their summoner and danger.

Out of Combat

Summoned Monsters typically do not exist outside of combat, but if abilities are used to make them do so, they are friendly, helpful, but essentially mute. Even if they do possess useful knowledge or information, they typically cannot speak so they are unable to impart it. They only exist to aid their summoner in battle.

Rewards

This creature does not award any experience points (XP) or treasure when defeated.

Summoned Monster  (CR )

Alignment: As Caster – Size: Medium – Type: Outsider

Perception:
-1 -11
Passive Active
Creature Health
0 0 0
Hit Points Bloodied Hit Dice
Saving Throws
Fort: 0
Refl: -5
Will: -5

Senses:

Movement Types:

  • Walk 30 ft.
  • additional move types per summon spell

Skills:

  • All skills: +-11

Feats:

  • none

Languages:

  • Able to understand, but not speak, one language the summoner knows at the Native fluency.


Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+0
Sword Icon 3.png
Man Off
-12
Sword Icon 3.png
AC
Shield Icon 3.png
0
Man Def
Shield Icon 3.png
0

Standard Attack (Melee):

Full Attack (Melee):

Standard Attack (Ranged):

  • none

Full Attack (Ranged):

  • none

Special Abilities

Obedient (Ex) Always On
A Summoned Monster always looks to its summoner for direction. As a result of this obedience, a summoned monster only has one standard action per round, but, its summoner may always 'gift' it one of either a Standard, Move, or Swift action, at the expense of giving up their own Standard, Move, or Swift action (respectively) in return. A Summoned Monster may trade down its own Standard action for a Move action or a Swift action as normal, and indeed, this is how a Summoned Monster usually takes move actions.

A Summoned Monster may take a 5-Foot Step in any round in which it does not use a Move Action to move.

A Summoned Monster has no sense of self preservation, existing only to help their summoner. As a result, they will take actions that are harmful to them, such as triggering traps, moving to provoke attacks of opportunity, or leaping into bottomless pits of doom, without hesitation.

Summoned Strike (Ex) Standard Action
Once per round as a standard action, a Summoned Monster may perform a Summoned Strike. This is a melee attack which never provokes attacks of opportunity. (The exact details and special effects of the attack are left to the player and referee to work out, but it should be a thematic 'fit' with the creature's appearance.) Summoned Strike cannot be used as a ranged attack, unless the summoner has some means of altering the power to do so.

Summoned Strike affects a single enemy creature, hits automatically, and inflicts 0 points of bludgeoning (physical, common) damage per attack. Affected creatures are allowed to make a Fort save against a DC of 0 to take half damage.

Be sure to stand in the right place...

Summoned Monster (CR )

A Summoned Monster is an ally creature created, or summoned, or coerced, into existence when a Summon Monster spell (and all related summoning abilities) are used. A Summoned Monster can have nearly any appearance, as the summoning creature (player) is allowed to define what their preferred ally looks like, how it acts, and how it comports itself.

Some summoned monsters may look like swarms of insects, forest creatures, or even trees and bushes. Others look like noble stags, moose, or other sylvan creatures. Yet others look like fanciful silver-frosted great wolves, or ghostly tigers, red-eyed bulls, or terrifying eagles of ice. Summoned monsters can look like mundane monsters, such as standard-seeming orcs, obedient goblins, or helpful ogres. Yet others look like glowing outlines of celestial beings, inky blots of smoky darkness, gold-plated statues, animated chairs, masses of tentacles, rolling wheels full of eyes, scarecrows, or any of a thousand other forms.

In general, the player and the referee should decide together on the summoned creature's appearance. If the player wants to have a 'signature' creature that they always summon, that is perfectly allowed, or they can allow the GM to assign the appearance of the summoned monster every time it shows up. In all cases, no matter the appearance, a summoned monster ALWAYS has ONLY the powers and abilities ascribed to it by the write-up below. Summoning a Roc does not mean the creature is vast and able to fly, unless the summoner has some way of giving the creature those characteristics. Mechanically, every summoned monster has access to the same attacks and abilities. Without using feats or other modifiers, all summoned monsters of a given CR, no matter their appearance, have the same combat efficacy.

Combat Tactics

Summoned Monsters always act as faithful allies of their Summoner, and if not actively directed, will always work for the best interests of their Summoner, based upon their (possibly limited) information about what their Summoner needs. They will typically move into combat fearlessly, provoking attacks of opportunity and working to set up flanks, or block attackers from moving freely. As a free action, their summoner may direct them in what they should do.

If they cannot reach melee in a single move, they will usually charge the nearest foe, or convert their standard action to a move action to move in (if they cannot perform a charge) to interpose themselves between their summoner and danger.

Out of Combat

Summoned Monsters typically do not exist outside of combat, but if abilities are used to make them do so, they are friendly, helpful, but essentially mute. Even if they do possess useful knowledge or information, they typically cannot speak so they are unable to impart it. They only exist to aid their summoner in battle.

Rewards

This creature does not award any experience points (XP) or treasure when defeated.

Summoned Monster  (CR )

Alignment: As Caster – Size: Medium – Type: Outsider

Perception:
-1 -11
Passive Active
Creature Health
0 0 0
Hit Points Bloodied Hit Dice
Saving Throws
Fort: 0
Refl: -5
Will: -5

Senses:

Movement Types:

  • Walk 30 ft.
  • additional move types per summon spell

Skills:

  • All skills: +-11

Feats:

  • none

Languages:

  • Able to understand, but not speak, one language the summoner knows at the Native fluency.


Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+0
Sword Icon 3.png
Man Off
-12
Sword Icon 3.png
AC
Shield Icon 3.png
0
Man Def
Shield Icon 3.png
0

Standard Attack (Melee):

Full Attack (Melee):

Standard Attack (Ranged):

  • none

Full Attack (Ranged):

  • none

Special Abilities

Obedient (Ex) Always On
A Summoned Monster always looks to its summoner for direction. As a result of this obedience, a summoned monster only has one standard action per round, but, its summoner may always 'gift' it one of either a Standard, Move, or Swift action, at the expense of giving up their own Standard, Move, or Swift action (respectively) in return. A Summoned Monster may trade down its own Standard action for a Move action or a Swift action as normal, and indeed, this is how a Summoned Monster usually takes move actions.

A Summoned Monster may take a 5-Foot Step in any round in which it does not use a Move Action to move.

A Summoned Monster has no sense of self preservation, existing only to help their summoner. As a result, they will take actions that are harmful to them, such as triggering traps, moving to provoke attacks of opportunity, or leaping into bottomless pits of doom, without hesitation.

Summoned Strike (Ex) Standard Action
Once per round as a standard action, a Summoned Monster may perform a Summoned Strike. This is a melee attack which never provokes attacks of opportunity. (The exact details and special effects of the attack are left to the player and referee to work out, but it should be a thematic 'fit' with the creature's appearance.) Summoned Strike cannot be used as a ranged attack, unless the summoner has some means of altering the power to do so.

Summoned Strike affects a single enemy creature, hits automatically, and inflicts 0 points of bludgeoning (physical, common) damage per attack. Affected creatures are allowed to make a Fort save against a DC of 0 to take half damage.

Be sure to stand in the right place...

Summoned Monster (CR )

A Summoned Monster is an ally creature created, or summoned, or coerced, into existence when a Summon Monster spell (and all related summoning abilities) are used. A Summoned Monster can have nearly any appearance, as the summoning creature (player) is allowed to define what their preferred ally looks like, how it acts, and how it comports itself.

Some summoned monsters may look like swarms of insects, forest creatures, or even trees and bushes. Others look like noble stags, moose, or other sylvan creatures. Yet others look like fanciful silver-frosted great wolves, or ghostly tigers, red-eyed bulls, or terrifying eagles of ice. Summoned monsters can look like mundane monsters, such as standard-seeming orcs, obedient goblins, or helpful ogres. Yet others look like glowing outlines of celestial beings, inky blots of smoky darkness, gold-plated statues, animated chairs, masses of tentacles, rolling wheels full of eyes, scarecrows, or any of a thousand other forms.

In general, the player and the referee should decide together on the summoned creature's appearance. If the player wants to have a 'signature' creature that they always summon, that is perfectly allowed, or they can allow the GM to assign the appearance of the summoned monster every time it shows up. In all cases, no matter the appearance, a summoned monster ALWAYS has ONLY the powers and abilities ascribed to it by the write-up below. Summoning a Roc does not mean the creature is vast and able to fly, unless the summoner has some way of giving the creature those characteristics. Mechanically, every summoned monster has access to the same attacks and abilities. Without using feats or other modifiers, all summoned monsters of a given CR, no matter their appearance, have the same combat efficacy.

Combat Tactics

Summoned Monsters always act as faithful allies of their Summoner, and if not actively directed, will always work for the best interests of their Summoner, based upon their (possibly limited) information about what their Summoner needs. They will typically move into combat fearlessly, provoking attacks of opportunity and working to set up flanks, or block attackers from moving freely. As a free action, their summoner may direct them in what they should do.

If they cannot reach melee in a single move, they will usually charge the nearest foe, or convert their standard action to a move action to move in (if they cannot perform a charge) to interpose themselves between their summoner and danger.

Out of Combat

Summoned Monsters typically do not exist outside of combat, but if abilities are used to make them do so, they are friendly, helpful, but essentially mute. Even if they do possess useful knowledge or information, they typically cannot speak so they are unable to impart it. They only exist to aid their summoner in battle.

Rewards

This creature does not award any experience points (XP) or treasure when defeated.

Superior Juggernaut Helleskrieg 34 Outsider, Aberration
Thoqqua 34 Outsider
Tragic Le Shay 34 Fey
True Inferno 34 Outsider, Aberration, Helleskrieg
Tussocked Chichimec 34 Outsider, Air
Vampire Thrall Witness 34 Heavy Humanoid
Vicious Phaethon Lore 34 Threat Outsider

CR 35

Creature Name CR Role Type
CR 35 Blueprint Lore CR 35 Blueprint CR 35 Blueprint CR 35 Blueprint
Amperic Behir 35 Magical Beast
Apotheotic Vampire 35 Undead
Atropal Drifter 35 Outsider, Undead
Avalanche Rattler 35 Legend Magical Beast, Monstrosity, Great Ophidian
Bahairim Missionary 35 Legend Aberration, Construct, Devil, Prodigy
Curse-Maw Cerberus 35 Legend Magical Beast, Monstrosity
Darkened Varmint 35 Aberration, Disease, Vermin
Death Titan 35 Monstrous Humanoid, Giant
Demi-Lich Magus 35 Tank Undead
Demolished Anaxim 35 Construct, Prodigy, Outsider
Dyschordian 35 Aberration
Fuligin Gloom 35 Humanoid
Gamma Strain Zombie Beast 35 Undead
Gelid Xixecal 35 Threat Outsider
Ghostly Mammoth 35 Legend Animal, Monstrosity
Greater Volcano Worm 35 Legend Magical Beast, Monstrosity
Helleskrieg Pinioned 35 Outsider, Aberration
Hellknight Vanquisher 35 Outsider, Undead, Skeleton
Immortal Godking 35 Villain Undead, Mummy
Imperious Prismatic Wyrm 35 Threat Dragon, Outsider
Lawless Chaos Beast 35 Threat Outsider
Lurchat Mauler 35 Aberration
Lustrous Djinn 35 Outsider
Madness Kraken 35 Threat Magical Beast, Aberration
Majestic Inferno Helleskrieg 35 Outsider, Aberration
Omen Spectre 35 Undead, Ghost, Incorporeal
Rast 35 Aberration
Raving Maenad 35 Humanoid
Rendoril 35 Aberration
Shattermind Spider 35 Vermin, Monstrosity
Sightless Fomaorian 35 Monstrous Humanoid, Giant
Solarian Waspine Initiate 35 Aberration, Outsider
Solarian Waspine Ordinariarch 35 Killer Aberration, Outsider
Somber Crool Siren 35 Humanoid

Template:BestiaryTableAid

Superior Denizen Helleskrieg 35 Outsider, Aberration
Tenebrous Zombie 35 Undead
True Juggernaut Helleskrieg 35 Outsider, Aberration
Umbral Zombie Parts 35 Minion Undead
Xill Warper 35 Outsider

CR 36

Creature Name CR Role Type
CR 36 Blueprint Lore CR 36 Blueprint CR 36 Blueprint CR 36 Blueprint
Atrocious Neh-Thalggu 36 Aberration
Atropal Stygian 36 Outsider, Undead
Crested Thunderbird 36 Magical Beast, Great Avian
Dream Larvae 36 Vermin
Embryonic Vermiurge 36 Heavy Construct
Gimlet Wasp Swarm 36 Swarm, Vermin
Goddess Medusa 36 Monstrous Humanoid
Gundriss 36 Aberration
Helleskrieg Slumberer 36 Outsider, Aberration
Infernal Overlord 36 Outsider
Lyopur 36 Aberration
Majestic Juggernaut Helleskrieg 36 Outsider, Aberration
Midnight Dragloth 36 Aberration, Dragon
Mythic Stag 36 Legend Animal, Fey
Pestilential Apocalypse Slime 36 Ooze
Phane Witness 36 Outsider
Plasma Varmint Swarm 36 Aberration, Disease, Vermin
Prismasaurus 36 Legend Magical Beast, Monstrosity, Dinosaur
Rakshasa Nizari 36 Outsider, Native
Roust Beast 36 Aberration
Scorrel 36 Aberration
Shadow of the Void 36 Undead, Incorporeal
Shape of Fire 36 Undead, Incorporeal
Ship-Breaker Eel 36 Legend Magical Beast, Monstrosity, Great Eel
Sky Tyrant Whale-Fisher 36 Legend Magical Beast, Monstrosity, Great Avian
Smoky Hecatomb Skeleton 36 Undead
Solarian Waspine Maestro 36 Leader Aberration, Outsider
Solarian Waspine Nunciarch 36 Shooter Aberration, Outsider
Somber Crool Libertine 36 Humanoid
Steel Strand Golem 36 Heavy Construct
Stonewood Treant 36 Plant
Summoned Monster CR 36 Lore Summoned Monster CR 36 Template:Summon Template:Summon
Superior Pinioned Helleskrieg 36 Outsider, Aberration
True Denizen 36 Outsider, Helleskrieg, Aberration
Wicked Phaethon 36 Threat Outsider, Fire
Xorn Pinnacle 36 Outsider

CR 37

Creature Name CR Role Type

Template:BestiaryTableAid

Absolute Air Elemental 37 Outsider
Absolute Earth Elemental 37 Outsider
Absolute Fire Elemental 37 Outsider
Absolute Water Elemental 37 Outsider
Boreal Xixecal 37 Threat Outsider
Coruscating Astral Construct 37 Construct, Outsider
Erratic Chaos Beast 37 Threat Outsider
Giant Befouled Otyugh 37 Aberration
Grost 37 Aberration
Heliotrope Worm 37 Magical Beast, Monstrosity
Helleskrieg Wormking 37 Outsider, Aberration
Kaltergrift Dryad 37 Fey
Majestic Denizen 37 Outsider, Helleskrieg, Aberration
Marionette Spider 37 Vermin
Moungean 37 Aberration
Mountain Turtle 37 Threat Magical Beast, Monstrosity
Mountaintop Great Toad 37 Legend Magical Beast, Monstrosity
Primordial Hydra 37 Shooter Magical Beast
Ruptured Anaxim 37 Construct, Prodigy, Outsider
Scintillating Djinn 37 Outsider
Shadowed Zombie Parts 37 Minion Undead
Solarian Waspine Slayer 37 Heavy Aberration, Outsider
Somber Crool Ruffian 37 Heavy Humanoid
Sprinting Devilsaur 37 Threat Magical Beast, Legendary, Monstrosity
Starburned Varmint 37 Aberration, Disease, Vermin
Starburned Zombie 37 Undead
Stygian Gloom 37 Humanoid

Template:BestiaryTableAid

Superior Slumberer 37 Outsider, Helleskrieg, Aberration
Tempestuous Chichimec 37 Outsider, Air
True Pinioned Helleskrieg 37 Outsider, Aberration

CR 38

Template:BestiaryTableHeader

Template:BestiaryTableAid

Atropal Dominator 38 Outsider, Undead Bahairim Demagogue 38 Legend Aberration, Construct, Devil, Prodigy Darkened Varmint Swarm 38 Aberration, Disease, Vermin Demi-Lich Despot 38 Tank Undead Gibbering Sea 38 Aberration Gorge Fly 38 Heavy Vermin, Monstrosity Havok Grub 38 Shooter Vermin, Monstrosity Helleskrieg Worldshadow 38 Outsider, Aberration Hellknight Lord 38 Outsider, Skeleton, Undead Ironbark Treant 38 Plant Juggernaught Python 38 Legend Magical Beast, Monstrosity, Great Ophidian King Silverback 38 Legend Magical Beast, Monstrosity, Great Ape Leviathan Kraken 38 Legend Magical Beast, Monstrosity Majestic Pinioned Helleskrieg 38 Outsider, Aberration Mithril Manacle Golem 38 Heavy Construct Neh-Thalggu Terror 38 Aberration Orphari 38 Aberration Ossangral 38 Aberration Phane Invariant 38 Outsider Sirrush Stone-Ripper 38 Legend Magical Beast, Monstrosity Solarian Waspine Sage 38 Tank Aberration, Outsider Solarian Waspine Thesauriarch 38 Shooter Aberration, Outsider Somber Crool Agitator 38 Killer Humanoid Spiteful Phaethon 38 Threat Outsider, Fire

Template:BestiaryTableAid

Superior Wormking 38 Outsider, Helleskrieg, Aberration True Slumberer 38 Outsider, Helleskrieg, Aberration

CR 39

Template:BestiaryTableHeader

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Aphotic Gloom 39 Humanoid Cerberus Wall-Crusher 39 Legend Magical Beast, Monstrosity Chilled Zombie Parts 39 Minion Undead Faceted Djinn 39 Outsider Frostburned Zombie 39 Undead Helleskrieg Lord 39 Outsider, Aberration Hyperboreal Xixecal 39 Outsider Infernal Master 39 Outsider Leviathan 39 Threat Magical Beast, Monstrosity Majestic Slumberer 39 Outsider, Helleskrieg, Aberration Moonsting Scorpion 39 Killer Vermin, Monstrosity Mortiferous Apocalypse Slime 39 Ooze Plane-Creeper Centipede 39 Sneak Vermin, Monstrosity Septiloc 39 Aberration Sky Tyrant Wyrm-Killer 39 Legend Magical Beast, Monstrosity, Great Avian Smashed Anaxim 39 Construct, Prodigy, Outsider Solarian Waspine Champion 39 Heavy Aberration, Outsider Solarian Waspine Initiarch 39 Leader Aberration, Outsider Somber Crool Dignitary 39 Leader Humanoid Starblind Greater Worm 39 Magical Beast, Monstrosity

Template:BestiaryTableAid

Sun-Eater Spider 39 Vermin, Monstrosity Superior Worldshadow 39 Outsider, Helleskrieg, Aberration Three Crowned Beast 39 Threat Magical Beast, Monstrosity Tide-Bringer Eel 39 Legend Magical Beast, Monstrosity, Great Eel Titan Beetle 39 Tank Vermin, Monstrosity True Wormking 39 Outsider, Helleskrieg, Aberration Umbral Blot 39 Construct Voidscarred Varmint 39 Aberration, Disease, Vermin

CR 40

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Template:BestiaryTableAid

Adamantine Hook Golem 40 Heavy Construct Alpha Strain Zombie Beast 40 Undead Atropal Mentor 40 Outsider, Undead Caller in the Darkness 40 Protean Crowned Djinn 40 Outsider, Djinn Dawn Wasp 40 Killer Vermin, Monstrosity Garuda Bird 40 Magical Beast Genius Loci 40 Threat Ooze Hecatoncheires 40 Threat Outsider Helleskrieg Superior Lord 40 Outsider, Aberration Helleskrieg Tyrant 40 Outsider, Aberration Lunar Moth 40 Threat Vermin, Monstrosity Majestic Wormking 40 Outsider, Aberration, Helleskrieg Malignant Phaethon 40 Threat Outsider, Fire Medusa Stonemaiden 40 Monstrous Humanoid Pestilential Zombie Legion 40 Troop, Undead Petrified Treant 40 Plant, Monstrosity Phane Chronicler 40 Outsider Pinioned Chichimec 40 Outsider, Air Primordial Phage 40 Undead, Incorporeal Ruin Swarm 40 Swarm Solarian Waspine Andromach 40 Threat Aberration, Outsider Solarian Waspine Prince 40 Killer Aberration, Outsider Sphinx 40 Threat Magical Beast Starburned Varmint Swarm 40 Aberration, Disease, Vermin

Template:BestiaryTableAid

Sun-Shade Cobra 40 Legend Monstrosity, Great Ophidian Tarrasque 40 Threat Monstrosity True Worldshadow 40 Outsider, Aberration, Helleskrieg Tynde 40 Aberration Vortex Spider 40 Heavy Vermin, Monstrosity